Undead

Le Petite Mort's page

RPG Superstar 9 Season Marathon Voter. Organized Play Member. 451 posts (586 including aliases). 38 reviews. No lists. No wishlists. 15 Organized Play characters.


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Grand Lodge

avr wrote:
That's a very... interesting picture you have up front there. Is it really the one you want to use?

Yes.

Grand Lodge

Grandlounge wrote:

There is the snakeskin tunic or an ioun stone at 8000gp. This is often better if your +2 dex away from the max dex of your armor and allows you to focus your primary stat belt more.

It is also worth mentioning that different armor types have different total AC (AC + max dex). Full plate is strictly better than half plate for example. This means that there is a level at which mithral full plate is actually the right monetary choice. The same goes for celestial armor. 2 AC for 9000 is decent mid-level value proposition.

Ring of Force Shield has uses on mobile build and builds that switch between 2 handed and one handed fighting styles.

Ring of Force Shield I probably won't include: it's a bit too niche/build dependent. T will put the dex stone/ snakeskin tunic in though.

Armor breakdown I'll probably put a bit more detail into as well, eventually.

Grand Lodge

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Lord Foul II wrote:
I feel like the ring of seven lovely colors should get a mention alongside the ring of deflection, given the size and dex bonuses to AC it can provide

I'll consider it, but I intended the article to be fairly class/build agnostic, and the ring isn't viable for combat for most characters. Those it benefits it also tends to benefit in a cheesy manner that I don't really want to popularize.

Grand Lodge

1 person marked this as a favorite.

This is an article I wrote because one question I see all the time from newer players is basically, "what should I buy to be tankier?"

This answers that questions fairly thoroughly without being so exhaustive as to dive into every niche item that happens to work for a tiefling paladin with the X archetype and trait Z.

Just the staples, not a lot of frills.

Grand Lodge

I don't really understand the 'timer' mechanic. It's said that if the PC's spend longer than two days, they lose. I can't find how much time these conversations take, though. It seems like they could spend a few hours talking to everyone, and move on.

EDIT: More notes as I notice things or have questions.

The Sellswords do not have exotic weapon prof with bastard swords, but are using them one handed without penalty. Would it be within GM adjudication to have them ditch the shields and wield their swords two-handed?

Grand Lodge

My lodge's delegated reporters can't...you know...do that. They had previously been able to use the event, but any attempt to access the event's page or report directly just winds up in a redirect loop or shunts them back to the main page.

Was wondering if anyone else had this issue, or knows of a fix/workaround.

Thank you for your time.

Grand Lodge

nightdeath wrote:

I could bring the following;
Tiefling Wood Wizard lvl 9
Tengu Stealth Paladin lvl 8
Half Orc Hellknight Signifier lvl 8
Dwarf Dagger Warpriest lvl 8

I don't think there are any other 9 level arcane casters yet. That's probably your best bet.

Grand Lodge

Forgot to say this earlier: I fully understands the danger of the scenario. Thrash actually went through Bonekeep back in the day.

Will our characters be aware of the increased level of danger before landing in it? If so, there are a couple of purchases Thrash would make.

Grand Lodge

Pirate GM wrote:

Interest so far:

Kydeem - SelterSago - Nagaji Druid w/Snake 7/8
Vrog - Wraith - Vigilante 8
miteke - Warpac - Warpriest 7
MadScientistWorking - ? - Alchemist ?
Luke_Parry - ? - Archer 7/8
Daxter - Rayne Deverin - Slayer (Archer) 9
nightdeath - ? - ?
Le Petite Mort - Thrash Alpenstock - Melee (teamwork) 9

---

Did I miss anybody?

nightdeath, what were you looking to bring?

It looks like SelterSago withdrew. Other than that I think you got everyone.

Grand Lodge

TimD wrote:

First of all, congrats to those who made it to the public voting.

I know I like these contests very much. Good for community-building and fun!

** spoiler omitted **

I really like several of those ideas. Funnily enough, I've actually done a couple of them. Would be cool to have a contest to put them in.

Grand Lodge

Any progress?

Grand Lodge

Erik Keith wrote:

Hey everyone,

I'll be doing some investigation on this shortly. Unfortunately I'll be out of the office until early next week, but once I'm back I'll try and ramp up on this in full. I just wanted to let everyone know that this is on my radar and I'll be looking into it as soon as physically possible. I have a pretty good idea of what might be causing it.

- Erik K

Gremlins, probably.

Grand Lodge

Add me to the list. All my sessions are gone.

Well, a few sessions remain if I look through individual characters, but none show up in the global sessions view for my account, and the majority of my sessions are gone even when I look through characters.

In any case, I don't intend to report sessions until the issue is resolved.

Grand Lodge

goodwicki wrote:


Le Petite Mort, has this issue come up in PFS play or is it more for your own peace of mind?

Peace of mind. Someone on reddit said something to the effect of, "Be aware that a clever GM can have ghosts burrow up from underneath the shell," and several /r/Pathfinder_RPG regulars concurring. I found that odd. Why would a spell be designed to be useless? I argued that hemispheres have flat bottoms, as I found a number of mathematical definitions of the surface area of a hemisphere indicating that.

But it felt like an insubstantial argument, as Pathfinder doesn't use strict mathematical definitions for things. I wanted clarity in Pathfinder jargon and logic.

So I worked it out in my OP here, and came, I think, to the correct reasoning behind the burrowing-ghost's impossibility. I considered just deleting the post, but I felt that I might get good counter-arguments, clarification from developers (or at least fellow players), and because when this question is asked by others they might find this thread through Google and settle the argument in their own games.

I am satisfied that my logic was correct. A sphere or hemisphere occupies all points within its radius if it is a burst, emanation, or spread. If its effect is none of those, it occupies only the points equidistant from its center (though it may have some thickness defined by the spell).

Grand Lodge

ryric wrote:
I think you missed one possibility, which is that the hemisphere acts as in case one but includes the plane that nominally divides the sphere in two, but not the interior volume. That solves your anti-X issue, and you can rationalize wall of ice in that most situations the ground (or creatures thereupon) would block the "floor" from forming.

I did consider that, but Wall of Ice has the stipulation that if attempted to form intersecting solid objects, the spell auto-fails. So if we imagine it as trying to make a floor but running into the ground, the spell can't be cast as a hemisphere.

Originally I had thought of hemispheres as you describe, and that is an acceptable definition of a hemisphere. In fact, mathematicians often define the surface area of a hemisphere as 3*pi*r^2, which takes that surface into account.

But hemispheres can also be defined without that surface, so I thought it was too much of a 'mileage may vary' definition.

Grand Lodge

Ascalaphus wrote:

...Pathfinder wasn't written by rigorously-defining mathematicians...

No kidding.

Ascalaphus wrote:
Shell spells for example; the name suggests we're talking about surfaces, not volumes. But clearly Anti-Incorporeal Shell isn't meant to allow entry from below.

I dunno about this one. The description of emanations in the Magic section of the CRB is fairly clear. That said, it really doesn't jibe well with the textual description of those spells, as you mention.

Grand Lodge

Wraithlin wrote:

Based on the text you posted the Anti-XXXX shells are 10-ft.-radius emanations, with a volume that is hemispherical in shape.

Wall of Ice is not an emanation, but a conjuration that creates a hemispherical wall (i.e. a shell not volume) of ice.

Yes, that's what I'm trying to convey.

Grand Lodge

1 person marked this as FAQ candidate.

I know what you're thinking, "It's half a sphere." Bear with me, because in terms of Pathfinder spell effects, that definition requires a bit more precision. Unfortunately, I'm having trouble coming up with a precise definition that doesn't do wonky weird things with one spell or another.

I'll start with the three definitions I see as plausible, though all have their issues.

1) A hemisphere is shaped like a dome, and has no flat-plane surface. This is as if you cut a hollow sphere in half.

2) A hemisphere is shaped like a dome with a flat surface, typically beneath the caster's feet. This is as if you cut a solid sphere in half. In other words, the spell effect fills the entire volume described as its area of effect rather than act as a 2D lens.

3) Because Pathfinder has no facing rules, a hemisphere faces all directions simultaneously, and is therefore equivalent to a sphere. I reject this definition because there are spherical spells and abilities, and as a distinction has been made by calling certain effects hemispherical, I must assume that this distinction corresponds to some real meaning.

Most GMs I have encountered expect that the first definition is true, but there are too many contexts where it makes no sense. I'll begin with the biggest example.

Anti-incorporeal Shell:

School abjuration; Level cleric 4, shaman 4, witch 4
Casting Time 1 round
Components V, S, DF
Range 10 ft.
Area 10-ft.-radius emanation centered on you
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance yes
You bring into being a mobile, hemispherical energy field that incorporeal creatures cannot enter.

This spell can be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

If we use the former definition, this spell accomplishes nothing. Any incorporeal creature can simply burrow under the dome, and pop up from the unprotected ground plane. As I can't imagine the author's intent was to make a 4th level slot-waster, the first definition is nonsensical. Another corner case would be a caster standing upwards from the ghost on a steep staircase or ramp. In this situation, part of the dome would end in open air, allowing the ghost to duck under it and enter the forbidden area. Of course, the dome could re-orient such that its radius is orthogonal to the normal plane, but that still doesn't solve the burrowing ghost problem.

The same issues arise with Antilife shell. However, as only a small subset of living creatures have burrowing ability, it seems less absurd that this vulnerability of the spell exists. Every type of creature that anti-incorporeal shell should hedge out could bypass the spell entirely if it does not fill a volume.

However, this volumetric definition runs into a problem when we talk about Wall of Ice.

Wall of Ice:

School evocation [cold]; Level bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4; Bloodline boreal 4; Elemental School water 4

CASTING

Casting Time 1 standard action
Components V, S, M (a piece of quartz or rock crystal)

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level
Duration 1 min./level
Saving Throw Reflex negates; see text; Spell Resistance yes

DESCRIPTION

This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage + 1 point per caster level (no save).

Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

As we see, if the hemisphere creates a volume of ice, we succeed only in entombing ourselves like a woolly mammoth. Just as obviously as Anti-incorporeal could not have been intended to be useless, the hemisphere version of Wall of Ice couldn't be made as a suicide trap for unwary evokers. Even if we allow it to be a hollow hemisphere, it seems odd that there is no mention of the slippery floor those inside the sphere will have to navigate. One would assume that is because Wall of Ice acts as a simple dome, according to our first definition.

I can think of only one method of reconciling these definitions, and I would like input. Hopefully I can get a dev to chime in (so hit the FAQ button!)

- By default, a hemisphere is a two-dimensional dome oriented such that the bottom of the caster's feet would be the 'sphere's' center, and the radius is parallel to the caster's vertical axis. The caster may alter this orientation, but must specify that they are doing so when the effect is created. (In other words, it's like an igloo all around you, but you can flip it upside down or make it like a shield if you mention that's what you're doing when you cast.)

- However, if the effect is an emanation, the hemispherical effect occupies the entire volume within its radius. The effect otherwise works as before. (In other words, while the 'shell' spells are described as 'barriers' and evoke images of 2D surfaces, they are in fact volumes that the hedged creature-type can't enter. This prevents burrowing baddies and the like, and even teleportation effects from working (potentially).

I think this has to be how things work. I can't make sense of it otherwise. Thoughts?

Grand Lodge

Yeah, the pfsprep documents were an absolute life-saver on this one. I too entirely ignored the default player handouts and used pfsprep resources instead. It made things muuuuuch smoother.

Grand Lodge

RealAlchemy wrote:
For what it's worth, I think this scenario did a far better job with a new mechanic than Bid For Alabastrine did. I even got to try to be social with my bloodrager, since I had a positive CHA modifier and trained intimidate :)

I actually didn't hate the social parts of BfA. There were flaws, but at least the characters were fairly well developed.

Grand Lodge

2 people marked this as a favorite.

I agree with Lau about performing the debate with a smile on your face. It can help people have fun.

That said, I do want to vent a little spleen on here at least about this BS. You want to introduce a new mechanic? Fine, go for it. What I'm not as fond of is introducing the rule-set with an additional and scenario-specific rule-set (having to use your best skills, no conceding, etc.) on top. On top of this is the reversal of intent (trying to lose) making this even more unnecessarily confusing, and then another scenario specific mechanic (the masks) just to make the GM want to kill themselves.

It's deeply, deeply idiotic to introduce a new mechanic-set this way, particularly given the verbal duel's default complexity.

If I never run this scenario again, it will be too soon. I'm going to try my damnedest to make sure my players walk away smiling, thinking it was a great scenario. It will be a considerable test of my progress as a GM.

Grand Lodge

I think it penalizes characters who are high CHA. You are supposed to fail checks, so low-skill characters will seemingly fare better.

Grand Lodge

grandpoobah wrote:

I am really frustrated prepping this scenario (and gave a more lengthy detail on the Product page). This is too much corner-case narrow content, being applied in a non-standard way (the PCs have to LOSE the duel).

Anyway, I've prepped a summary for the players and attached it to a printout of Handouts #3 & #2 (I put Handout #3 first, since it makes more sense first IMHO):

Think of the Debate like a Game of Tennis or Ping-Pong. You take turns Serving, and you need to return the Serve. More points are scored the more “bounces” the ball takes between Serves.

• Your goal is to LOSE
o (Lose all your Determination)
• You have to TRY to WIN (but still LOSE)
o You cannot CONCEDE the Duel
 (no Surrender…)
o You must Counter all Exchange Openings
o You must Counter if the Ante is 0 or 1
o Once a Player wins an Exchange, she cannot Participate (until everyone wins an exchange)
o You have to use your best (associated) skill for the tactic you are using
o Each “Hero” has a specific tactic they should try at least once
o There are TEN different Tactics

I also wrote the favored tactic of each "hero" and favored combat tactic on the Hero handouts from HA#1, so the Players should have that as a quick reference.

Let me see if I have this straight. They players have to lose. The only method of losing the have available to them is legitimately losing sufficient exchanges to arrive at 0 Determination. This is because they cannot concede the duel, and cannot concede exchanges until the ante >= 2.

They are allowed to choose ineffective tactics, and Eynemb will also attempt to use ineffective tactics. They must use their highest Skill mod within a given tactic.
Once a player has won an exchange, they cannot attempt another until everyone else has attempted one. Enyemb is the one to decide which PC is debating him on any given round of an exchange.

So, as a GM, I basically choose Enyemb's tactics based on what I think a given PC would be good at countering. So, if I know a PC has an extremely high Diplomacy modifier, I might use Presence targeting that PC. This is because Diplomacy is a skill for Flattery, which is strong against Presence.

However, the PC would not want to use Flattery, since they are also trying to lose. They might want to counter with Allegory instead, which has a -2 when used as a counter.

Exchanges go back and forth until someone fails the DC set by the last counter (or opening), at which point they lose the ante in Determination. Both players and Enyemb are attempting to fail the DC.

Grand Lodge

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dharkus wrote:
interesting theory - def worth putting spoiler tags on the RoW bit though

I thought about it, but nothing I said is information beyond what can be found in the Product Description on this website. It in fact contains, "... the Dancing Hut travels to Baba Yaga’s homeland of Russia on the planet Earth. The year is 1918, and the First World War rages throughout Europe. The heroes find themselves in the wilds of Siberia..."

Grand Lodge

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Using some inferential reasoning and semi-recent events, I think I can say with some confidence that I know which star Golarion orbits. Below I will outline my reasoning.

In the 5th book of Reign of Winter (Rasputin Must Die!) the PCs are transported from Golarion to Earth, specifically in 1918 Russia. This seemed odd to my GM, as the events of Reign of Winter take place in 4713 AR, reflecting their 2013 publication date. Why, then, are the player's thrust approximately 95 years in the past? It couldn't be intentional time travel; there is too much urgency in resolving the events for them to have awaited the players for nearly a century.

It dawned on us, however, that there is no particular reason magic should obey Einsteinian relativity, especially where the teleportation sub-school of conjuration is concerned. Had we instantaneously accelerated to c and traveled to Earth, we would have arrived in 2013. Having simply 'popped' over, we went back in time. This implies that Golarion is around 95 light-years from Earth.

We had a good chuckle, and kept playing.

My roommate then remembered those odd signals coming from a star known by the designation HD 164595 from a couple of years back. HD 164595, strangely enough, is of the exact same star class as our own, a G2V. It is also 94.4 light years away.

The only thing I can think of that would be sending out a radio signal would be the Silver Mount, blasting an endlessly looping distress signal.

Paizo developers are actually Pathfinder field agents establishing their first interplanetary lodge after Aram Zey finally got to 17th level and could cast interplanetary teleport. This is my canon now.

Grand Lodge

Ascalaphus wrote:

Interesting, but I wonder about your choice of using a single average CMD for monsters of a given CR.

There's a big difference in CMDs between class-based humanoids, especially casters on the one hand, and hulking monstrosities on the other hand. You might be able to reliably acrobatics your way past a cleric or rogue while getting past the T-Rex is unlikely.

You're not wrong. I might need a good sentence or two to stick in about how to judge when Acro is worth rolling.

Grand Lodge

Just got done running. The combats may have been easy, but I had a party of 3 new players and myself running Seelah. They actually struggled a lot against Abysiel, largely due to no one having a decent ranged option.

Grand Lodge

I'm running this on Monday, and I'm a bit confused by the final fight. Specifically, I'm not sure how to handle the chains. I'll quote their text here:

Delirium's Tangle page 14 wrote:
Abysiel animates the workshop's many chains to grapple a single target, as if using the animate rope spell, with the exceptions that the chains can reach any opponent in the workshop.

This is only confusing after reading animate rope. I'll quote the relevant text here:

PRD wrote:
The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spell-casting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

I'm assuming that the 'only a creature or an object within 1 foot' is the part that is there is an exception to, I don't need to worry about enemy positioning. The parts that I'm not sure about:

Do I need to make a ranged attack roll? Would this be with Abysiel's ranged attack modifier?

Do the PCs get a Reflex save against the entangled condition? What is the save DC?

Do they become grappled, or entangled? The scenario says grappled, the spell says entangled.

Love the scenario as a whole, thought it packed a lot of content in 12 pages of adventure. I suspect that this ability made sense with 3.5 rules, which I believe PFS was still running in at time of publication. Still, don't know what to do now.

Grand Lodge

This is a link to the full article.

When I wrote Bench-Pressing, only paid lip-service to skills. To get into more detail was just beyond the scope of that article. Every skill works differently, has different character options that help, there's a huge variety in the magnitude of the DCs we'd typically face, etc. I have decided to write fairly detailed analyses of the more complex and important skills in Pathfinder as stand-alone articles.

This article focuses on Acrobatics.

Grand Lodge

1 person marked this as FAQ candidate.

The rules in the PRD on this subject seem clear upon a superficial reading, but become somewhat strange when one realizes that the special size modifier applied to combat maneuvers is never stated to replace the typical size modifier applied to all attacks. I'll go into more detail.

PRD wrote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Bolding mine for emphasis.

This paragraph fairly clearly spells out that any and all bonuses and penalties associated with a normal attack (using the same weapon) are also levied on combat maneuvers. One such bonus is, of course, the size modifier. Notably, the "special size modifier" table presents bonuses/penalties that are the exact inverse of those in the size modifier table (which is in the Combat -> Armor Class section of the PRD).

Hypothesis: Size category has no impact whatsoever on CMB; the special size category bonus/penalty merely cancels the normal size penalty/bonus.

Evidence for hypothesis: A Dire Wolf's CMB is +8. It has a +4 STR bonus, +3 BAB, and +1 from Weapon Focus (bite). It is Large sized. If the "special size modifier" were applied without the normal size modifier, it would have a +9. That it does not implies that my hypothesis is correct.

Evidence against hypothesis: The Gegenees has a +30 CMB. It has +8 STR modifier, +20 BAB. It is Huge sized. Its highest BAB weapon attacks are made at a +26, reflecting the normal size modifier penalizing its attacks. The CMB, however, is 2 higher than BAB+STR, implying that the special size modifier was not cancelled by the normal size modifier.

Analysis: Monster blocks are inconsistently written/edited for correctly derived combat statistics, and should not be relied upon for answering questions like this. A meaningful answer must be attained from developer commentary, published rules text, or an errata/FAQ.

CMD presents even more weirdness.

PRD wrote:

A creature's CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier

The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

This, again, seems sensible on first reading, and puzzling upon a careful second and third. The special side modifier is once again the exact inverse of the normal size modifier to AC. Unlike CMB bonuses, all of the bonus types to AC that can also be applied to CMD are specified here. 'Size' is not among these bonuses. This means that a Diminutive creature, for example, really does have a -4 penalty to its CMD. The odd part is that the applicable penalty types received transitively from AC are not specified. This means that a Gargantuan sized creature does not receive a bonus to its CMD, the 'special size modifier' simply cancels out its size penalty to AC.

Hypothesis: Size hurts CMD if you're Small or smaller, and does nothing from Large and up.

I will note that I have never seen a combat run using this counter-intuitive (but I believe textually correct) rules interpretation. RAI is obviously that the size modifier typically applied to AC/attacks are replaced by the 'special' size modifier when evaluating CMB/CMD. However, I have not found this explicitly stated anywhere.

I would appreciate clarification from anyone who can provide rules text from a published source, an FAQ/errata, or a comment from a Paizo developer.

Thank you.

Grand Lodge

Plausible Pseudonym wrote:

I might retrain out out if it once I've got better offensive options, but it's entirely respectable to take and spam at level 4 for a Bard/Mesmerist, maybe for an Inquisitor. LOL at Alchemists, though, they definitely have better uses for a standard action.

No, it's terrible. Yes, it is a second level spell. Those aren't meant to be powerhouses, but let's look at what we actually get in a numerically rigorous way.

1d10 fire damage is blatantly pathetic, even given the 30 foot spread. Given that none of the classes that can use this spell are in any way likely to be save DC focused (and its only level 2), the DC is almost certainly in the 14-16 range. Given a 50% average successful save rate (generous to the caster even at level 4; by level 6 when the caster is still locked in second level spells, the save rate will likely be much higher), this is 4.125 expected damage, and in the most commonly resisted element. Even Fire Resist usually negates this, or at best lowers it to 3 (1 on a successful save).
Obviously, this is not intended to be the potent effect of the spell.

The other component is, for all intents and purposes, a Dazzling Display usage with slightly better action economy. That middling advantage of freeing up your move action is, I think, ameliorated partially by it not actually being a Dazzling Display and therefore not combining with other feats that change one's DD attempts (such as Disheartening Display).

You have to actually make the demoralize roll at this point, it doesn't automatically make them shaken. 10+HD+Wis mod at this level is likely to be around 19. A 5th level character in these classes likely has a +3 stat modifier, 5 ranks, class skill, and maybe a MW tool for demoralize. That's a healthy 75% chance of success, but only a 25% of getting a second round. So, on average, it will demoralize a hit enemy for 0.875 rounds. This is if we accept my rough, but fairly generous ballparks. A character could hypothetically min-max for this BS spell, but nobody ever does.

Demoralizing gives the shaken condition, which is a -2 to all checks (other than damage). This means that any enemy hit successfully by this effect is a 10% worse character. They are 10% less likely to succeed at whatever they were likely to attempt. So, if a single creature is in the range of this spell, this clause of the spell made your standard action worth 8.75% of an enemy turn. You are essentially 8.75% of a useful party member that turn.

Let's value the fire damage as being worth 16.25% of a worthwhile action (a comparison with a 5th level fireball's average damage modified by the fireball's higher typical save DC gives approximately this result) and wind up at 25% of worthwhile per target.

So, if you can get 4 enemies in your 30' spread (with no fire resistance, fairly low Reflex saves, middling or lower HD+Wis modifiers, and no immunity to fear, mind-affecting, or mindlessness), it was worth your time I suppose. Only when we get to 5 targets is it actually what I would call a good usage of one's turn.

In those EXTREMELY RARE conditions, Blistering Invective is good.

But, as I said, it is terrible in nearly all circumstances.

Grand Lodge

Drahliana Moonrunner wrote:
Harsh Language can go pretty far if its Blistering Invective.

No, that spell is terrible in nearly all circumstances.

Grand Lodge

Alright, I'll try to do the metamorph alchemist by the actual rules of the thread this time. Note that level 11 is a massive power boost for the metamorph. I'll try to ameliorate losing that a bit with a level of Slayer.

Rough One
Starting Attributes(Half-Orc) 15 (+2 racial)STR / 14 DEX/ 13 CON/ 10 INT/ 12 WIS / 8 CHA

Levels: Fighter 1/Metamorph Alchemist 9

Bumps obviously go into STR, for a total of 19 before items, morphing, and mutagen.

I'm going to make a list of resources at my disposal first, to make this an easier process to work through.

62kgp (no consumables nor limited-per-day magic items), 2 traits, 6 feats, and 4 Discoveries (which are severely limited by the archetype).

I will be assuming that the metamorph's mutagen and polymorph abilities are both active. I'll get into my defensive benchmarks first.

Fort saves are already at +8 off the bat, but Will is only at a +4. Fate's Favored+Sacred Tattoo alternate racial trait, Freed Slave trait, and 1,000 gp on a cloak of resistance +1 take care of that.

While under a mutagen and metamorph, AC is +1 Dex (lowered by size increase), -1 size, and +6 Natural armor. To get above our defensive floor, I just need to buy a set of full-plate. I'm proficient from fighter, and I don't really have any class abilities that would make me care about tanking around. So, 25 total AC. Good enough.

So for offensive stats, I still have 57.5kgp (after the Handy Haversack), 6 feats, and 4 Discoveries.

Discoveries: Feral Mutagen, Rag Doll Mutagen (mostly because this class tends to be Large or bigger, and it will be useful not to get stuck places), Spontaneous Healing, Healing Touch. Other than Feral, none of these are really helping with DPR, but they're neat.

Feats: Weapon Focus (bite), Weapon Focus (slam), Power Attack, Furious Focus, Hurtful, Cornugon Smash.

Items: belt of giant's strength +4, pale green cracked ioun stone, amulet of the might fist +3, and 500 gp in something else. Maybe some mundane gear.

He will metamorph into a Calikang with a Feral Mutagen. This gives him 6 slams and a bite, increases his Strength to 31, and of course gives him reach (and some other stuff already mentioned or irrelevant to DPR).

When Power attacking, his attacks will be +7 BAB +10 STR +3 amulet +1 ioun stone, +1 weapon focus, -1 size, -3 Power attack for +18 on all but the first attack, which is ate a +21. Bites deal 2d6, slams deal 1d8. Both have a static modifier of +19.

Bite (Furious Focused) attack EDV = (26 * 0.85) + (26 * (0.05 * 0.1)) + (52 * (0.05 * 0.9)) = 24.57

Slam attack EDV = (23.5 * 0.70) + (23.5 * (0.05 * 0.25)) + (47 * (0.05 * 0.75)) = 18.506 x6 = 111.04

Potential attack from Hurtful (some slight reworking would give this a much better chance of working than I have outlined. Namely, 3000 extra gp would get the Maiden's Helm for a +5 Intimidate, and a MW Tool I can afford to bring my Intimidate modifier to +11. Could also sub Furious Focus for Intimidating Prowess. Still, I have 7 attempts to succeed a demoralize check.) will be a Bite attack that does not get furious focus for another 20.475 EDV.

This brings the total to 156.085. I think someone else could probably tweak what I've got here to get a little more performance, but I think this is enough to showcase how little creativity or effort needs to go into making an absolute monstrosity with this archetype.

Grand Lodge

avr wrote:

Though the metamorph above isn't a good comparison to this thread's baseline, since he's two levels higher than normal and using point buy rather than the elite array. Also he better have a cloak of resistance +4 or he won't match the minimum Will save at level 10.

Scott Wilhelm wrote:
only a 5 minute duration instead of 10,
Can the druid afford a metamagic rod of extend spell, or just the extend spell feat?

I wasn't doing it to compare with other entrants in this thread as much as for my own edification. That said, similar results could be attained at level 10 by using the Calikang form. I might go through that later.

The Will save shouldn't be an issue. He's got plenty of feats to spare, no traits spent, a fair amount of gold, and one could always be a Half-Orc for the sacred tattoo.

Grand Lodge

I'm sure other have probably already examined the Metamorph alchemist, but I wanted to take a crack at it in fairly high level (LVL 12) to see the silliness for myself.

I statted one with 20 starting STR (7 CHA, 12 Wis, 14 Con, the rest 10s), put all three bumps into STR, got a +6 belt, and assumed the following buffs:

He is using his boots of speed for +1 attack and an extra slam.
He is using Greater Mutagen and Feral Mutagen for +6 STR and +4 Natural Armor.
He is metamorphed into the form of a Gegenees, which is another +6 STR/Natural Armor, -4 Dex, -2 size penalty to attack/AC, 15' reach, and of course, 6 natural slam attacks.

This puts him at 41 STR, with 7 slam attacks and a bite.

He has weapon focus and power attack as far as feats contributing to his melee bruising, as well as a [pale green cracked ioun stone[/i] and an amulet of the mighty fists +2.

His total attack is 9 BAB +15 STR +2 amulet + 1 haste +1 Weapon Focus (other than the bite), +1 ioun stone, -2 size, -3 Power Attack for a total of +24 on all seven slams and a +23 for the bite.

His damage is 2d6+15+6+2, or 30 on an average slam hit and 3d6+23 (33.5 average) for the bite.

The average AC of a CR 12 monster is 27, so the EDV formulation for a full attack looks like this:

((0.85*30) + (30 * (0.05 * 0.1)) + (60 * (0.05 * .9))) * 7 + ((0.8 * 33.5) + (33.5 * (0.05*0.15)) + (67 * (0.05 * 0.85)))

The total is 228.35 expected damage. I should also note that each slam attack gets a free +30 CMB grab attempt, and that AoOs are pretty likely with his 15' reach from being a tall Huge sized.

I am satisfied that the metamorph is downright silly.

Grand Lodge

RandomReverie wrote:

Question about EDV. Do the EDV numbers for higher levels include iterative attacks or just for a single attack?

I always thought it was just for single attacks, but someone said it was for all the attacks in a Full Attack averaged out(like [attack 1 + attack 2]/2) instead and I just wanted to be sure.

I typically benchmark with full attacks, but it isn't a bad idea to do both if you have options like Hurtful or Vital Strike that can improve your damage without using a full-attack action.

Grand Lodge

Howdy, ya'll. I made another big mathy blog post. This time I dived into how most of the major damage-oriented combat feats work in terms of the EDV a typical full-martial can expect. Some of my results surprised me, they might surprise you too.

LINK Feats of Fury

Grand Lodge

I could put a note in the GM section about rolling in secret, or assuming players are taking 10 on a more or less constant basis.

Grand Lodge

I made a little article with some insights on using Sense Motive as a player and GM.

Tell Me No Lies

Grand Lodge

Matt Lewis wrote:

Just a few thoughts/questions that came to mind while giving this scenario a read-through:

1) It looks like it's assumed that battles between the hellknights and their foes can be run via narration; there's no need to put them on the map. Is anyone planning to put loads of hellknights/cythnigots/etc. on the map?

2) For encounter B, where do the PCs start on the map?

3) Are the sin-carving runes in common, orc, or (magically) understandable to all?

4) There are rules for intentionally triggering the explosive runes, but once they've seen one orc explode, is it assumed that PCs can choose to avoid reading an orc's runes (e.g. if in melee combat next to a fragile pillar)?

5) In encounter D, does the slightly fractured ground on the map in the east wing have any significance? I can't see any.

6) Olgrahk is described as being by the altar in the north wing, but the map key has him in the centre/east wing. Which is correct?

1. One of my roommates has a pretty sweet mini collection, including a ton of Hellknights and orcs. I brought 50 minis with me, and I think the sense of atmosphere was improved by it. That said, you by no means actually need them.

2. Yeah, I have no idea where they're meant to start. I started with the Hellknights in the NW corner battling a horde of 'off-screen' orcs, while they PCs stood back to back with them fending off the ones on-screen. I had the 6 coward orcs flee into the small cave area in the NE corner. It worked pretty well, though the orcs are a bit too spread out for my tastes.

3. Because there is no Linguistics DC or languages-known barrier specified, I think it is most sensible to assume they are in common. Furthermore, were they in Orc it would grant PCs an unintended advantage in that they would not be able to trigger the runes. My thought is that the original creator of the wand spoke common, and it has sense gone through a few hands, namely the Strix and It-That-Peels-Flesh.

4. PCs are never forced to read the open runes (hidden runes require the check to avoid). If they ask what the runes say, have them roll the Perception check and see what happens as if they were intentionally triggering them.

The reason the open runes are dangerous is because Orcs stay up until they hit -CON, so while the little dudes only have 6 HP, a PC needs to do 18 damage or the Orc reads his own sins. Most GMs run that speaking aloud can be done as a free or at least immediate action, so an Orc can potentially do this at any time.

5. I don't think so.

6. I wondered about that too, but I wound up running the other encounter.

Grand Lodge

I really like this scenario, particularly how well organized all of it is. That said, I have several questions about how a few things work:

1) During the scree climb, does a single 60 foot length of rope grant the +5 bonus to all characters, or is it per character? If the former, do the Hellknights get this bonus as well? Does the survival check to reduce the DC by 5 apply to the Hellknight rolls as well?

2) In the Search for Tracks portion of Battles and Bindings, the DC "increases" from 25 in the 5-6 tier to 20 in the 8-9 tier. Either the 5-6 is meant to be DC 15, or the 8-9 is meant to be 30. Give the other DCs in the scenario, the general difficulty of tracking a horde of orcs through mud, and the tier, I think the former makes more sense.

3) To clarify about the open sin-carved orcs, they only detonate if someone (including suicidal orcs) actually reads them, right? Just seeing isn't sufficient to pop the orc? Otherwise this encounter is basically 72d6 of force damage that can't really be avoided, saved against, or survived.

Grand Lodge

Tony Lindman wrote:
Le Petite Mort wrote:
In short, the GM does the following:

Almost.

Thanks for the tips, Tony. How long did your tables run? Given the single combat encounter (and it being an incredibly easy and simple one with no consequences) I feel like the entire thing could be done in about 90 minutes.

Grand Lodge

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Jack Brown wrote:
Le Petite Mort, when Andy, our GM at Paizo Con, explained this to us, it took about 5-10 minutes, tops. Shouldnt be too bad.

I can see that now. It's really complicated from the GM's perspective, but there really isn't all that much of the system that needs to be related to the players.

I'd like to make sure I understand how the bidding section works, as there are a lot of conditional modifiers to things, information to be hidden or revealed, and checks to make. I would appreciate anyone willing to read the below synopsis of the section, and corrections to any misapprehensions I might have.

Before each event (or maybe just once before Passad's event?): Each PC can make a Knowledge (nobility or local) check at a -5 penalty as a discovery for any of the five NPCs. The +4 bonus for 'particularly prominent NPCs' isn't mentioned within the scenario, but I feel it would be appropriate at least for the Lord-Councillor lady.

At each event, each PC can first attempt the Recognize check to get the background information on a given NPC, and grant a +4 bonus to the party's future discovery checks against that NPC. This check is not considered as that PC's influence/discovery check for the event. Additionally, Passad will tell the players the contents of the Introduction section for whatever NPC they wish to speak to.

After that, each PC can attempt either to discover information about one of the NPCs or to influence them. Each PC gets to make 1 such check in any given event, unless noted otherwise within the event. For example, at Passad's event each PC can attempt a discovery check AND an influence check or additional discovery check. Notably, Discovery checks made at the events themselves can use Sense Motive in addition to Knowledge (local or nobility), and no longer suffer from the -5 penalty.

Discovery checks can reveal a single skill that can be used to influence a given NPC (in ascending order of DC), their Weaknesses, or their Strengths. The Biases and Impressing the Host sections are not revealed by discovery checks.

I am unclear on how information within those sections should be disseminated to players. My thought is that it should occur organically through room descriptions and dialogue. For example, I would take great care to describe Passad's lush gardens, and describe him looking at various rare orchids with pride when the PC's enter the event. If a PC from the Exchange faction failed an influence check against Passad, I might have him say something along the lines of, "Your words have reason, but I can't know your motives. I know you are loyal to that conniving Trade Prince, and can't be sure this isn't one of his ploys for a greater stake in Druma's mercantile industries."

Influence can be made with a set of skills that varies from one NPC to another. Furthermore, different skills have varying DCs within any given NPC's influence section. Beyond this, a variety of factors provide circumstance modifiers to influence checks, namely: biases, strengths, weaknesses, Event Adjustments, and if they have been impressed as a host.

It is therefore important to note exactly what a given PC is saying and doing when influencing a given NPC.

Example: A PC at the Petronax Gala attempts to influence Passad again, after having already garnered one success during Passad's own event. This PC says, "What a lovely masquerade! Though, I do prefer the shaded boughs of your own beautiful garden. Trade Prince Hakam would surely benefit from the advice of such an accomplished botanist as yourself when investing in agricultural futures. I'm sure he'd make it more than worth your time, though helping us to keep the Courts of Abstinence out of the Consotrium's hands would go a long way towards improving potential consultation fees."

This PC is using Bluff, as Hakam has no interest in working with Passad. The PC gets a +2 bonus for mentioning the gardens, a +2 bonus from Passad's bias towards those spending a lot of time with him, a +2 bonus to Bluff from the masquerade's event adjustment, and a -4 penalty from openly flaunting association with the Exchange faction. Therefore this PC has a net circumstance modifier of +2. The PC rolls a total of 29 in the 4-5 tier, and the +2 circumstance modifier takes it to 31. He therefore succeeds despite being loyal to Al-Hakam, and by 10. The PC decides to use the second success (granted by exceeding the influence DC by 10) towards convincing Passad to invest in the Luminous Docks district in addition to the Courts of Abstinence.

I feel that the influence system truly requires that PCs roleplay their influence attempts fully, rather than just report the total die roll. Given how brief this scenario is outside of the bidding process, I feel it is doubly important here. I am considering levying significant circumstance penalties (like, -5) against PCs that do not roleplay, and potential bonuses beyond those specified in the scenario for truly well thought out dialogue.

In short, the GM does the following:
1) Have PC's roll -5 penalized Knowledge based Discovery checks against an NPC before the event.
2) Have PC's each choose an NPC, and whether they will be attempting a Discovery or Influence check.
3) Read the Introduction section for the NPC, and allow the PC to roll the Recognize check.
4) Have the PC roll the influence or discovery check, applying the copious cirucmstance modifiers as appropriate.
5) Tally successes, noting what occurs if PCs fail or succeed by 5+ or 10+.
6) Repeat this entire process for the remaining PCs at the table before moving on to the next Event.

Is that the gist?

Grand Lodge

Are GMs for this scenario allowed to advise players to read the Influence system ahead of time? I'm to GM this in 6 days, and I'd rather not spend a ton of time at the table explaining what's going on with that. I'm imagining the 45 minute explanation of mass combat and troop rules from Assault on the Wound. I'd rather not repeat that experience.

Grand Lodge

BigNorseWolf wrote:
Le Petite Mort wrote:


That is not a counter-argument. It still gets characters past a wealth of challenges when out of combat, and once past the obstacles the duration can be waited out trivially. With seven usages daily, that is a lot of non-combat utility to add.

So does rope. 5 gp. Totally overpowered.

Rope doesn't solve anywhere close to all of the obstacles I laid out, and you know it. Essentially you're arguing that rope is a suitable replacement for a fly speed.

Quote:
Is your argument here really that Stealth modifier isn't important for stealth reconnaissance? Seriously? I'm not even going to address that.

Not addressing something because you can't doesn't make it go away. The problems for a PC moving towards a goal using stealth are NOT that they lack enough +s. Its that something auto spots them: lack of cover/concealment, scent/blindsight/sense/scent/darkvision or the bane of invisible characters, needing to open a door.

Okay, I guess I mischaracterized your argument here. What you're really saying is that stealth is unusable by anyone, ever, because you're going to get auto-spotted. Unless you're not, in which case you have to admit that a +10 modifier (equivalent to a 250 gp elixir) has considerable value.

Quote:
That's like saying your Perception modifier isn't important for finding things, as you usually can't find it because you're in the wrong building.

I did not say it wasn't important. I said it wasn't the limiting factor.

Great, that isn't a point. Yes, it is sometimes possible for certain enemies to defeat stealth rolls without a Perception check. That in no way negates the importance of your Stealth modifier if you want to do recon.

Quote:
And yeah, you need to find concealment...for a bird. Not exactly tough to find an out of the way nook for a bird to hide in, and you still haven't addressed the fact that if someone spotted the bird, their likely reaction would be, "Oh hey, a bird."

Or "I feel like chicken tonight like chicken tonight

Songbirds aren't chickens. Not everything eats meat. Very few things would go out of their way to hunt down and eat a songbird.

They also stand out in quite a few environments.

This is a temperate zone!!!

I would totally allow NPCs to roll Knowledge (nature) on the bird once they've made their Perception check to determine that it isn't indigenous. Now, how often do enemies have both good Perception and Knowledge (nature)? Not often enough to reasonably call that a real obstacle. Nice MP reference though.

Which just shows why its not as good as a druids shapeshift: it lacks the versatility.

You're completely correct. It is nowhere near as good as it would be if this flat-out gave a character the wildshape ability, nor even as good as if it were a full beast shape 4 allowing any of those forms. While completely correct, this statement does absolutely nothing to reinforce your overall point, as I never contended that it was egregiously powerful as that. An item that did that would flat out be a major artifact, as it would give any possessor a fully realized main class feature for a tier-1 class. It is still, in its present form, ludicrously underpriced/overpowered.

It stopped your quote here, so I'll just sum.

A 42% increase in damage is huge. A 70% increase in damage is even bigger. This was on a very simple, unoptimized, bare-bones character. There are numerous ways to achieve those, or even superior results. When designing a character option, a good designer thinks not only of the typical usages to which the item will be put (which are obviously worth FAR more than 2,000 gp in and of themselves), but also the maximal utility that can be drawn from it.

It is so trivially easy to build a character that will massively benefit from this that several of my characters built before I even knew this item existed would have considerable gains in both in and out of combat utility for a sum of gold that is now paltry to them.

I haven't missed your point. You don't have one. You have a lot of circumstances you can list in which any given individual benefit of the ring might not completely wreck a challenge, but in actual play it probably would more often than not.

Your final sentence is completely true, and again completely irrelevant. There are many things that synergize well with other things without themselves being broken.

This isn't one. The benefits for characters that cannot leverage it particularly well are so good that I can think of multiple scenarios where nearly every out-of-combat challenge is bypassed by activating the ring. The combat benefits for the numerous build types that can leverage the ring are so overwhelming as to be more comparable to the boots of the battle herald than a pale green cracked ioun stone.

Grand Lodge

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BigNorseWolf wrote:

You need to account for the fact that you're stuck in bird form for all of these benefits. There are significant downsides to not having an opposable thumb.

That is not a counter-argument. It still gets characters past a wealth of challenges when out of combat, and once past the obstacles the duration can be waited out trivially. With seven usages daily, that is a lot of non-combat utility to add.

BigNorseWolf wrote:


For scouting its not +to stealth that gets you spotted, its the stealth rules breaking and lack of cover/concealment. Lowlight vision is good, but your chances of running into something that doesnt have it in the dark are pretty low.

Is your argument here really that Stealth modifier isn't important for stealth reconnaissance? Seriously? I'm not even going to address that. That's like saying your Perception modifier isn't important for finding things, as you usually can't find it because you're in the wrong building.

And yeah, you need to find concealment...for a bird. Not exactly tough to find an out of the way nook for a bird to hide in, and you still haven't addressed the fact that if someone spotted the bird, their likely reaction would be, "Oh hey, a bird."

BigNorseWolf wrote:


The damage is awesome... on a full attack. On paper its amazing. In practice, you wind up moving to an opponent, hitting them once, your party takes him out, you need to move again.

So now your argument is that martials don't get full attacks, so martials shouldn't concern themselves with how much damage they can do on full attacks? Well, I guess I'll stop ever taking two weapon fighting, rapid shot, fast bombs, pummeling strike, or absolutely any character option to increase a character's damage.

Even if full attacks didn't exist at all, it would still increase the damage on my blocked out character's by about 42%, which is still massive.

BigNorseWolf wrote:


Yes, the ring enables crazy multiclass shennanigans... that are pretty much the same as the other multiclass monstrocity shennanigans we see.

Did I black out and present a crazy multiclass monstrosity? I certainly don't remember doing that. In fact, I think I made a pretty bare-bones monk without any archetype, about half the feats missing, 4000-8000 gp unspent, no traits, and an un-optimized Dex.

BigNorseWolf wrote:


Yes, its underpriced. But SO under priced it needs to be banned and effectively kill peoples characters? No.

If taking away this single wondrous item can, in your own words, 'effectively kill peoples characters' then you have articulated my own point admirably. If a single item worth 4k is SO OVERWHELMINGLY GOOD that characters entirely fall apart without it, then that is a pretty good indicator that it is poorly designed. I can't think of any other item at that price point this powerful, as you yourself just unwittingly admitted.

Grand Lodge

I will examine the strength of the item from two angles: the benefits that any character can receive from this item, and the benefits that characters well suited to its ability receive.

First, we will subtract the cost of the ring of protection +1, meaning we are valuating the unique aspects of the ring (beast shape to be a bird) at 2,000 gp.

So, for an additional 2,000 gp when purchasing a ring of protection, a character that is poorly suited to leveraging the ring of seven lovely colors can (seven times per day):

1. Bypass the vast majority of physical obstacles.

This includes climbing things, water crossings, chasms, holes too small to fit through, dangerously rickety/narrow/slick surfaces, guard outposts, all traps that don't trigger on a three-dimensional volume, dense undergrowth or other difficult terrain, etc. Most of these can be accomplished with any flying methodology, the only thing special about the RoSLC is that it can be used so frequently, and with such a lengthy duration. An 11th level Wizard with 24 INT could fill all their 3rd level slots with fly and still need to spend 9,000 on a pearl of power III to achieve this much flight, and would still be slower.

2. Scouting/reconnaissance. There are four elements granting any scout with this item a significant edge over would-be spotters. It grants low-light vision, potentially negating penalties to Perception, it increases the Stealth score of the wearer by +10 (and eliminates any potential armor check penalties), the ability to fly extremely quickly will be helpful if a quick retreat becomes necessary, and birds are innocuous. Even if spotted, I can't really think of what check an NPC would make to identify a wayward bird as a deadly intruder. Taken together, this can make any recon character virtually undetectable, or take the more loud-and-heavy guys innocuous enough not to give away their stealthier companions.

3. Chasing something down/running away/escaping a burning building/etc. The 120' movement speed is an incredible trick to have at one's disposal in and of itself, especially with this many uses. It would take a remarkable amount of character resource allocation to achieve that speed without the ring.

These are benefits that even a heavily armored greatsword wielder would receive when out-of-combat. I think that individually each of these would be worth more than 2,000 gp, and together they are quite potent. This is especially true given that they can be implemented for 70 minutes a day, in not necessarily consecutive increments of 10 minutes.

Now we can consider a character well suited to benefiting from the ring. Let's take a LVL 6 Unchained Monk with a starting Dex of 17, +1 at level 4, +2 belt for 20 Dex total. He also has a +0 agile amulet of the mighty fists because he super wants Dex to damage, and he is finessing his unarmed strikes, has weapon focus with them, and has Piranha strike. So, a somewhat typical dex-based monk.

His attack bonus is +6/+6/+1 on a flurry (could spend ki for one more attack), +5 from Dex, +1 from weapon focus, -2 from Piranha strike for a total of +10/+10/+5. Each attack is 1d8+9, or 13.5 average damage. This makes the monk's overall EDV (against an AC of 19, the average AC of a CR 6 creature) 22 if he does not use ki for an additional attack, and 30.5 if he does. By my benchmarking methods this character's damage output would be considered well into green, but doesn't hit Blue even when ki striking.

If this monk bought and used the RoSLC, the monk's attack bonus will increase by 5 (+2 size bonus, +2 from the Dex increase, +1 height advantage), his damage die will go down to a d4, but he will make up that average damage with the Dex increase.

In other words, it is now +15/+15/+10 1d4+11 (which is still 13.5 average damage). His EDV against AC 19 increases to 32.6 when he is not ki striking, and 44.65 if he does. This is more than a 68% increase in expected damage. I can think of no item even remotely close to this price range capable of so greatly increasing a martial character's expected damage output.

The ring also increases the monk's AC by 5 (2 from Dex, 2 size, 1 natural) beyond the +1 deflection bonus, dramatically improving their defenses. The monk's mobility, as has already been discussed, is also significantly improved.

Beyond which, the monk is still capable of reaping the out-of-combat benefits noted above.

After examining this item rigorously, I must agree with Barton's thesis. The item should be banned, or at least errata'd. If it were usable 1/day for 1 minute, it would certainly be less problematic (though I'd still put at least an 8,000 gp price tag on it).

Grand Lodge

Honestly, with those tanked physical stats, but 18 Wis and Cha, it seems like you'd be much better off as a Cleric in full-plate than Inquisitor. You're always going to be a terrible martial character, but that doesn't matter if you're casting spells every round. With the animal domain, you can even have the companion. Deception would be good too, as you would get mirror image at lvl 3.

EDIT: There is actually one super effective martial pseudo-Inquisitor build I can think of, though you'd need to get your GM's approval for a guided amulet of the mighty fists. Basically, you go Monk/Paladin and get your Wisdom to attack, damage, AC, + your CHA to saves, and when smiting to your attack and AC. You can even get CHA to initiative...there's a lot of shenanigans you could pull with that.

Grand Lodge

I think Sacred Huntsmaster is a really good idea. Be an archer, and you can go Wounded Paw Gambit with him. That should generally keep you well enough away from melee. I'd also put 3 ranks in Acrobatics so you can switch to melee and fight defensively in a pinch.

Even as a backliner, with so little CON, you really need to be up on your AC game. If you're going Archer anyway, that probably means mithral chain shirts, perhaps switching to Celestial Armor in high level play. That should give you a decent mix of touch/flat-footed, and considering how many Fort save effects are touch attacks, you'll be glad for that.

If there's any way an Inquisitor can use mirror image, it's worth pursuing. Similarly, displacement, shield, shield of faith, and even blur or fog spells can dramatically increase your survivability.

I'd also recommend carrying a lot of antitoxins and antiplagues, investing heavily in a Cloak of Resistance and Pale Green Cracked Ioun Stone, and potentially going Orc/Sacred Tattoo/Fate's Favored.

Here's some more information on this very topic.

The table linked here has AC benchmarks by character level. You'll want to be at or near the Blue number for whatever level you're at. By level 10, a 33 buffed AC is a good target for a 6 CON archer, for example.

Grand Lodge

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If it were my campaign, I'd absolutely allow for cosmetic changes. If, for example, your statues were made to look elven, people would treat you as an elf upon your re-corporation. However, you would not suddenly become proficient in elven weapons, have a +2 racial bonus to INT and Dex, etc.

Any change made in this manner would be cosmetic. If you were given angel wings, they would look real upon re-corporation, and you might even be able to move them slightly. However, they won't give you so much as a damage reduction when falling unless you do something more to magic them up.

Mechanically speaking, I think this solution allows for creative players to get some limited mileage out of the technique (basically, a pseudo alter self with no duration limit) without becoming unbalanced.

In terms of flavor, you can think of flesh to stone as instant fossilization. The cells of the body have the same shape, all the veins are hooked up, the muscles still meet in all the same ways...just made of stone instead of living material. When stone to flesh reverts this process, all the pieces work together still.

Using something like stone shape to add wings onto a creature-cum-statue could make visually elegant features, but upon reversion the wings would have no vasculature, no muscles, no vitality. They may look like wings, but without internal anatomy they would be useless.

If players REALLY wanted to pursue this, I would regard it as 'invention' within the world as well as meta-game. For example, if a wizard really wanted to be able to alter creatures' anatomies in this manner, he might need to put a lot of ranks into Heal, Knowledge (nature), Knowledge (arcana), and Craft (stonecutter). Once he had, say, 6 ranks in each I might make a feat that allows them to permanently give things analogous to some eidolon evolutions to other creatures. It would be a crafting feat, and work along similar restrictions.

It's basically about letting players get creative without overbalancing everything.


Shadow Lodge

I'm looking over the various ways to do get an unchained rogue access to firearms, and want to know your opinions. I'm less interested in a spellcasting method to do so.

1. The Firearms Training and Grit talents. Pretty intensive, gotta wait for level 4. Can reduce by taking the Amateur Gunslinger feat myself and avoiding

2. Dip into Gunslinger. Most gunplay available, least rogue synergy.

3. Dip into Swashbuckler (Picaroon). Deeds work better for the rogue, and free rapier-and-pistol fighting.

4. Dip into Investigator (Steel Hound). Doubles up on Trapfinding. Could trade out the alchemy for Sleuth, but that doesn't sound like a particularly good trade.

I'm just not sure what direction to take...

Shadow Lodge

So I'm considering making a Steel Hound Sleuth Investigator, and I'm curious how the various abilities interact.

A Steel Hound gets the Amateur Gunslinger feat for free at 2nd level, which gives him 1 grit point. A Sleuth gets a luck pool at level 1, and any feat, magic item, or spell that grants grit or panache can also grant the Sleuth an equal number of luck points.

So, at level 2, the Investigator gains +1 luck point when that grit point is gained, right? Does this raise the maximum number of luck points to Wis+Cha?

Extra Grit pretty clearly grants +2 grit and +2 luck (and +2 max grit and luck).

Then there's this bit under Swashbuckler:

PRD wrote:

Grit and Panache: The gunslinger's grit and the swashbuckler's panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points.

For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.

However, this isn't present in the Sleuth description, so grit and luck are not considered the same larger pool, correct?

Shadow Lodge

I'm toying around with the idea of creating a PFS character that eventually goes into the Riftwarden prestige class. Right now, the idea is starting with a Dwarf Empyreal Sorcerer... but there are a few things that make me wonder.

Feats: I need SF(Abjuration) and Spell Penetration for the prestige class. Given the strength in counterspells, I'm planning to add Improved Counterspell and Heighten Spell to the list of feats. However, none of these feats are any good at first level. Any ideas?

Traits: No clue what to choose. I could go with Magical Knack for the long game, perhaps Glory of Old for save bonuses or Strength of the Land. Any other thoughts?

Shadow Lodge

What are people's opinions of taking Improvisation and Improved Improvisation for a Human Bard?

On the one hand, it means that between this and Bardic Knowledge, you don't have to put ranks in any knowledge and still come off like an expert. In addition, you've got a bonus to any skill you're not optimizing.

On the other hand, you've already got lots of skill points, there's the feat tax of Fast Learner (+3 hp, woo), and you've got Versatile Performance to cover your gaps anyway.

...Although you could use Versatile Performance in a Perform you don't have ranks in...

Thoughts?

Shadow Lodge

So I'm designing an Inquisitor of Zon-Kuthon. I see a bunch of things that synergize with each other, but I worry that it just ends up with overlap, and I'd like your opinions.

The Night Subdomain looks interesting, with the Night Hunter power. The Heretic Archetype's Escape judgment and Lore of Escape look useful to boost Stealth. I'm considering a Half-Orc.

However, if the Night subdomain gives me an Invisibility power, will I need the high Stealth? Would the Half-Orc's Darkvision remove the need for the free Blind-Fight feat, much of the time?

Shadow Lodge

So I'm just getting back involved in this after... two years off, and I just discovered "Core Play" in the new PFS document.

What is this about? Why was it created? How/why is Core Play a thing separate from Standard Play?

Shadow Lodge

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I'm thinking about running an Apostae campaign--basically, an Advanced Race Builder based dungeon crawl. The more I thought about it, the more interested I am in it while realizing Apostae is a VERY different world.

First, there's the Ilee. One big race, nothing in common. Everyone is an individual, everyone is part of a group. I'd imagine that different languages are entirely based on physical location and not at all on any "racial" tie. In fact, since all procreation occurs in only one place, there might not even be any language barrier; everyone is born in the same place, and everyone will travel there during their lifetime.

Sex would be quite odd, and possibly nonexistent. No guarantee of compatible parts, and since everyone is so unalike, the Ilee probably don't even have any concept of gender--no male, no female, just Ilee. Thus, any other Ilee can be your partner for your child.

Magic is also a force that completely changes standard fantasy tropes. There is no multiverse. That means no summoning. No magic-granting deities. There is no sky, so the Ilee philosophy of existence would begin and end with the lands in Apostae. The Field limits you above, and the Worldheart limits you below. Because the Worldheart is in the center of Apostae, that means that at all times, the Worldheart is beneath you.

What do the Ilee eat? Probably other Ilee, those who don't end up with sentience, say. In fact, since an Ilee can be pretty much anything, then sessile plant-like beings could be Ilee, too. In fact, the very idea that some living being might not be Ilee would be mere speculation.

Any other thoughts?

Shadow Lodge

Do we know what the various languages look like when written out?

I'd imagine some of the basics: Keleshite is like an Arabic script, Vudrani is like Devanagari, Osiriani is in hieroglyphics (although maybe that's Ancient Osiriani and Modern Osiriani is Demotic).

Taldane? I want it Cyrillic. Specifically, like this.

Ulfen? Probably runic. Hallit, Varisian, Shoanti, Polyglot? No clue. Any suggestions for the tongues of other races? (What does Halfling look like?)

Hey, maybe Draconic should be based off Tibetan. Given the role of dragons in Tian Xia, that might not be so bad.

Scarab Sages

Musical Accompaniment

Shadows grow long as the blazing sun sets over the western mountains. Darkness descends on the tents and caravans of the Lower City of Katapesh. One small figure perched above a sea of canopies watches intently, looking for one stall in particular--a place that promises the possibility of buying anything.

Yet peel back that layer of canvas, I say, and all about is activity! Because here is Katapesh, and here, commerce is everything. The open-air souk brims with shopkeepers, stalls selling all manner of wares--food, tools, weapons, even the occasional slave can be found here. And there! Even the feral and bestial gnolls come here not to fight, but to barter, and in the case of one Shaggar, to watch and protect.

"Kitchikez, night has fallen. Open the tent. Wide, tonight. Others must see who we are, tonight. It is written in the stars." It is spoken by the mysterious Yin Hu, a frail old woman. Some say she is a gnoll, others an angel, others a demon. No one is sure what she is, but those that know her know that she can offer the best deals in all Katapesh, if you are not afraid of a little hard work. Yin Hu, swathed in dark fabric from head to toe, shuffles about the tent, arranging various bottles, pans, braziers, silks, cabinets, far more items than one might think she has the ability to watch.

A small distance away, there is a storyteller, Panchatantra. He has ducked into the tent of a brass-seller, a scrawny yet hungry fellow named Tawid. He examines a lamp, remembering stories of all manner of beings to be found in one. He rubs it for luck? For the hope of the story? Tawid calls back, "Careful!"

And thus, as if summoned by the lamp, our perched figure from the beginning, a young halfling named Javi, loses his footing and snags the tent canvas, tumbling to the ground and taking half of the brass-seller's tent with him. To the deafening clatter of falling plates, ewers, lamps, idols, and trays, Tawid bellows, "Ah! Thief! Thief!" swimming through the fabric to pick up a brass falchion.

The cry for alarm and the sudden brass cacophony startle a hungry, forlorn catfolk named Delahmbra, who loses step with the merchant's throng. His pack shifts, and out pops a beautiful ornate bottle, rolling forward, still intact thankfully, but threatened by a hundred customers traveling in every direction.

This does not go unnoticed by one passerby, a human named Maw'ud, desperately seeking Yin Hu for this bottle. Could it be? Would it be in the hands of a nomadic catfolk, and not held by someone of greater stature?

And this is when the ratfolk Kitchikez throws back Yin Hu's tent flap, down a tapestry-seller's alleyway, noticed immediately by those people I have named. For it is destiny that has brought these disparate people together, and you shall see how great that destiny is...

Scarab Sages

Welcome, PCs, to the Discussion thread! Before we get the game underway, let's take a moment to review everyone's character sheets, get the format down, and get prepared to start at dusk, in the Lower City of Katapesh, where treasures and perils await the bold and the lucky.

Scarab Sages

Hidden among the back alleys and tent stalls of Katapesh, there are tales of one Yin Hu. Precious few ever see Yin Hu coming or going, and her stall often moves throughout the bazaar. She is small--many say she must be some kind of gnome, although others describe her as looking like a stunted gnoll. They rarely describe her as that twice. Most of the time, however, she keeps herself tightly cloaked, looking like some kind of hunchback.

And yet, the various descriptions of her appearance, and the inconstancy of where her shop is located, increase the allure of her destination. Yet even though this is enough for the seasoned adventurer or dealer in chance, it is not all that make her sought out by noble and commoner alike. She is reputed to have some of the best deals in all of Golarion. This is because although she will accept coin, she prefers to deal in action. If you find something you like in Yin Hu's stall, and you haggle, she is likely to make you an astounding offer for merely a pittance! But for every deal, there is an action. She will require that some service be performed. Some of them are small, such as buying meals for the next ten beggars you meet, and some are great, such as slaying a local group of cultists to Rovagug. What will she offer? No one knows.

Character Generation:

Ability scores: 20 point buy.

Race: Human, gnome, halfling, suli, gnoll, catfolk, ratfolk. For the gnoll, we will use John Mangrum's version. Note that they get -2 Int, NOT -2 Cha. The catfolk and ratfolk are rare, but present. If you must try a different race, I'll listen, but don't think that this means you can let in anything.

Class: anything from the PRD will be considered.

Equipment: average starting.

Languages: "Common" in this case, will be Osiriani. Kelesh, Vudrani, and Polyglot will also be human languages of importance.

Traits: Choose 2 traits from different categories. I will give the chosen players a third campaign trait, based on how they will fit with the campaign start.

Basic background: The adventure will begin in and around the wandering stall of the eccentric Yin Hu, purveyor of odds, ends, antiques, trifles, and if the rumors are correct, services that seem to be impossible.

Questions, hopes, characters?

Shadow Lodge

I'm about to start a campaign based in Katapesh and involving extensively the Obari Ocean as opposed to the Inner Sea. One thing I'm working on is the PC races, and I'm thinking of a different set of races:

Human, Gnome, Halfling, Suli, Gnoll, Ifrit, Oread, Sylph, Undine.

I'm also thinking of beefing up the non-Suli races as follows (Sulis are fine as is):

Oread: Add Stability and +1 Natural Armor
Sylph: Add Vestigial Wings (not as real wings, but as an affinity for flight)
Undine: With a Swim speed, they're fine as is
Ifrit: Not sure, but not an attack form--don't want them to seem like fire-only Sulis!

For Gnolls, I'm not sure how I plan to do it. I like John Mangrum's version, though.

Thoughts? Potential pitfalls?

Shadow Lodge

(wrote originally in Off Topic, but since the campaigns were the greatest effected, I'm reposting here.)

I don't know where better to write this, so I'll write it here. About nine months ago, I was laid off, looked for new work, and suddenly had to rebalance my priorities. Among them was my participation here and elsewhere. Now, I'm remembering how important it is to me to keep my hobby as part of my life, and so I'm coming back now.

What I did that was wrong was that I left without telling anyone. Most importantly, I left a number of campaigns in the lurch, so people didn't know whether I was around. I should have at least left word, and I did not.

So in particular to Tark, motteditor, randall793, Ayrphish, Luke, and Hama, I apologize. To all the players in these campaigns, I apologize.

Shadow Lodge

3 people marked this as a favorite.

War Dogs, by Juno Reactor.

Opinions?

Shadow Lodge

What it says on the can. I like playing, but I've been a casual gamer more out of necessity than desire for a long time. I haven't seriously played in a MMORPG before. I did look around Ryzom when it was in open playtest (it looked like fun, but couldn't think to subscribe), and I checked out D&D Online at the request of a friend earlier in the year. That's it.

That said, the whole idea of a MMORPG seems interesting to me, but I'm not sure I'd know what to do in it. Unfortunately, I'm at the point where I don't know enough to know what to ask about. I don't know EVE from WoW, a sandbox from a theme park, any of it. So I don't even know what I'd like or what to look for.

How could I find out if PFO is something that would interest me, or not?

Shadow Lodge

So, I was looking through a number of oozes, and started thinking, what's the power that allows them to, you know, ooze? Can they secrete themselves through a crack in the wall? Oozes aren't given the Compression power by themselves, but they are described as being able to squeeze through cracks.

How about elementals? Can they seep? Air, Fire, and Water would all seem to be good candidates for that.

And... how can a PC become able to flow through a crevice?

Shadow Lodge

I was just thinking about the movie Legend of the Tsunami Warrior. The movie is filled with awesome, but one thing that makes it fun is that there are all sorts of little details and big ideas that you can use in my games. Want sea ninjas vs. giant Dutch cannonry vs. sonic shout masters? Watch this film.

I call that minability.

A minable piece doesn't even necessarily have to be top notch entertainment. For example, the anime Darker Than Black is, in my opinion, only so-so as far as stories go, with a few design drawbacks (the whole idea that the show's super-heroes, or Contractors, have muted emotional states), but they're full of all sorts of bizarre powers, and the whole idea that using a special power carries a price in the form of some action later that is completely unrelated to the power is very flavorful and useful in games.

So, what out there have you seen, heard, experienced, that's chock full of ideas that make for a good game?

Shadow Lodge

For a person who knows next to nothing about software for making maps for combat, or for moving counters on a computer map, what would you recommend?

Shadow Lodge

Hello! I'm working on a new campaign. I'm making it Arabian Nights style adventures, starting in Katapesh and spanning the Obari Ocean (and beyond). The central premise of the campaign involves the Bottle of the Bound. The fiends and horrors contained in the bottle are released in the first adventure, from where they scatter far and wide, and it will be the PCs' task to track down these abominations, and return them to the Bottle.

So I will need fiends. Lots of fiends. Lots of cool, bizarre, thematic horrors to unleash on the PCs. As I come up with ideas, I'll share them here, but do you have anything you'd like to share? Or any thoughts about the campaign as a whole?

Shadow Lodge

I commonly divide the abilities into two categories: offensive and defensive. The offensive abilities are Strength, Intelligence, and Charisma, and are used in attacks of different forms, dependent on class. It's also why they are usual first choices for dump stats; if you don't need it to attack, it hurts you less. The defensive scores are Dexterity, Constitution, and Wisdom--Dexterity gives you AC and Reflex saves, Constitution gives you hit points and Fortitude saves, Wisdom gives you Perception and Will saves.

Some builds use Dexterity and/or Wisdom as sources of attacks as well (archers, clerics, etc.). But what about Constitution? It's used for HP and Fortitude, and that's a lot, but where else does it get used?
Can a CON-monster be built?

Shadow Lodge

I'm curious about the ecology of Avistan compared to Garund (and beyond). Certainly, Garund is more jungles and deserts, and Avistan is cooler plains and forests, but I'm wondering more past that.

Humans have pretty well colonized the globe. How about halflings? Are they everywhere, too? Gnomes? How much rarer are dwarves and elves in Garund compared to Avistan?

Orcs seem to be more of an Avistani (Avistanian?) race (ultimately, they were just underground but since the dwarves finished the Quest for Sky in Avistan, that's where the largest number of orcs were pushed out). Gnolls appear to be only in Garund.

What other creatures are mostly only in one continent or the other?

Shadow Lodge

Does movement from the Step Up line of feats count as movement toward the required over 10 ft per round needed to activate the Scout's Skirmisher ability?

For example, I'm an 8th level scout with Step Up and Following Step. Mr. Cowardly Mook withdraws 10 feet, I follow. On my turn, can I just take a 5' step around the mook and full attack with sneak attack?

Shadow Lodge

Okay, so we all know that fiends get a LOT more love than celestials. This is because fiends are bad guys, so they make great villains, mooks, whatever. So we've got lots and lots of fiends everywhere, covering every CL from 2 to 20, so that they can get a lot of use and PCs can run into fiends all the time.

But why not also run into celestials all the time?

First off, of course, is that the celestials are good guys. Most of the time, they make bad opponents. But opponents aren't the only kind of person or creature or whatever you meet; how about patrons? Helpful NPCs?

So, here's the challenge for everyone: place a celestial in Golarion, and give him/her/it purpose. Make it someone adventurers will be happy to interact with.

(My allergies are messing with my creative juices right now, but I'll post something later.)

Shadow Lodge

I've got a PC with some extra cash (about 2000 GP) who's looking to invest it in gear. The PC is a halfling sneak-and-buff style summoner with a bipedal claw-monster style eidolon. My first thought was an Amulet of Natural Armor for the eidolon, but I thought I'd ask for other ideas, and open up the question more generally.

What would you want?

Shadow Lodge

I've toyed with redesigning the Sorcerer, with some of the updates seen from the Oracle. Here's a rough draft of the changes:

Remove Crossblooded, Wildblooded, and the Eldritch Heritage feat chain.

Change the sorcerer as follows:

No change to spell progression, cantrips, weapon and armor proficiency, and eschew materials.

Bloodlines change as follows:

Bloodline
A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—and a curse. Each bloodline includes a pedigree which grants the sorcerer an added bonus, but also a weakness inherent in the heritage.

Bloodline Spell
At 2nd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

Bloodline Feat
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. In addition to the list of feats specific to each bloodline, the sorcerer may also choose Extra Gift as her bonus feat, but may only choose a feat from her bloodline.

Gift
At 1st level, 3rd level, and every six levels thereafter (9th and 15th), a sorcerer taps into her bloodline and discovers a new power in her heritage. The sorcerer must select a gift from the list of gifts available to her bloodline. If a gift is chosen at a later level, the sorcerer gains all of the abilities and bonuses granted by that gift based on her current level. Unless otherwise noted, activating the power of a gift is a standard action.

Purity of Blood
At 20th level, a sorcerer becomes a paragon of her bloodline, granting her amazing powers and abilities. The nature of these bonuses depends upon the sorcerer’s bloodline.

Add the following feats:

Crossblooded
Multiple sources of magical power are evident in your life.
Prerequisite: Bloodline class feature.
Benefit: Choose a bloodline other than the one you currently possess. You gain the Pedigree (bonus and penalty) of the bloodline. When choosing a new gift, bloodline spell, or bloodline feat, you may choose one that you qualify for from either bloodline. You also have the choice to learn a lower-level bloodline spell in place of the higher-level bloodline spell you would gain. You do not receive the Purity of Body of the new bloodline. Furthermore, the conflicting urges created by the divergent nature of your dual heritage force you to constantly take some mental effort just to remain focused on your current situation and needs. This leaves you with less mental resolve to deal with external threats. You take a –2 penalty on Will saves.

Extra Gift
Your supernatural heritage manifests in more ways than ever thought possible.
Prerequisite: Gift class feature, Skill Focus* (see below).
Benefit: You gain one additional gift. You must meet all of the prerequisites for this gift, and it must be chosen from your bloodline. You may choose a gift from a different bloodline if you have the Skill Focus feat for that bloodline’s skill. Choosing a gift from a different bloodline with this feat has a power at your sorcerer level -2. If you select a gift from your bloodline, Skill Focus is not a prerequisite for this feat.
Special: You can gain Extra Gift multiple times.

The bloodlines, of course, have to change considerably. Here's the list I'm working with:

Cacogenic – The foul ichor of a number of possible fiends course through your body.
Chthonian – The stones of deep underground are your servants.
Diabolic – Whether through dalliance, trickery, or contract, devils have enriched your soul.
Distorted – A chaotic taint causes reality to warp around you in unexpected ways.
Dragonsoul – You can claim the ancestry of dragons in your lineage.
Eldritch – By experiment, history, or design, raw magical energy courses through your body.
Feral – The natural world flowers forth through your soul, and aids you in your quest.
Glamorous – Otherworldly beauty is your arms and armor; the hopes and fears of others, your game.
Graveborn – Creatures from beyond death have imprinted their mark on your heritage.
Holy – Celestial beings have taken an interest in you and your lineage, and guide your hand through life.
Marine – Water is your blood, ice makes your bones.
Night – In the places where light is not, your power abides.
Nimbus – The subtle forces of the wind and the clouds is yours to harness.
Perfected – Through proper regimens, the stars are aligned just for you.
Radiant – Your soul burns with the intensity of a thousand fires.

Here's an example complete bloodline:

Marine
All the waters of the sea course through your veins. Whether this arises from elemental influence, a marid ancestor, or the tampering from fell underwater civilizations, the ocean responds to you in a way mere mortals cannot comprehend.

Bloodline Skill: Swim.

Bonus Spells: obscuring mist (2nd), slipstream (4th), aqueous orb (6th), geyser (8th), control water (10th), freezing sphere (12th), vortex (14th), polar ray (16th), tsunami (18th).

Bloodline Feats: Athletic, Brew Potion, Defensive Combat Training, Dodge, Mobility, Silent Spell, Skill Focus (Swim), Toughness.

Pedigree: Whenever you cast a spell that deals energy damage, you can change that type of damage to cold. This also changes the spell’s descriptors to match this energy type. You may cast spells underwater without a concentration check. Whenever you cast spells of the water type, your effective caster level is increased by one. You naturally avoid fire, and gain vulnerability to fire.

Gifts: A sorcerer with the Marine bloodline may choose from any of the following gifts.

Aquatic Adaptation (Ex): You gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus. When underwater, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.

Aquatic Wanderer (Su): You can move across snow and icy surfaces without penalty and without leaving tracks. At 5th level, you can walk across water as if it were a solid surface. At 9th level, you can climb icy surfaces as if using spider climb. At 13th level, you can climb waterfalls as if they were solid and you were using spider climb. At 17th level, you can glide through ice and snow with a burrow speed equal to half your normal speed. You do not leave a tunnel or a trace of your passage when using this gliding ability.

Blizzard (Sp): You can create a savage winter storm centered on you. This gift acts as control winds, but in addition the entire area (not including the “eye” at the center of the storm) is affected as a sleet storm and all in the area are exposed to extreme cold. You may use this ability once per day. You must be at least 15th level to choose this gift.

Cold Steel (Sp): You can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds.

Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Ice-Heart (Ex): You gain resist cold 5. At 5th level, your resistance increases to 10. At 11th level, your resistance increases to 20. At 17th level, you gain immunity to cold.

Water Blast (Sp): As a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Water Form (Su): As a standard action, you can assume the form of a Medium water elemental, as elemental body II. At 11th level, you can assume the form of a Large water elemental, as elemental body III. At 13th level, you can assume the form of a Huge water elemental, as elemental body IV. You can use this ability once per day, but the duration is 1 hour/level. You must be at least 9th level to select this gift.

Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your sorcerer level, but these rounds do not need to be consecutive.

Purity of Blood (Su): Upon reaching 20th level, your form flows like water. You gain a bonus on Reflex saving throws and your CMD against bull rush, drag, grapple, reposition, and trip attempts equal to your Charisma modifier, DR 10/piercing, you move in water as if you always have freedom of movement, you have evasion while you are underwater, and you are immune to pressure damage from deep water.

Okay, folks, let me know what you think! This is just a first draft, so I expect changes to be needed.

Shadow Lodge

In the Favorite Feat thread, people have mentioned Improved Initiative. In my experience, it's just a trap.

Some people have said that going first guarantees that they can change the scope of the combat. But if you can change the scope of combat going first, can't you change the scope of combat going second?

I have personally not been in a combat where going first meant the difference between success and failure. Furthermore, I would tend to think that an encounter that hinged on whether the PCs went first or second isn't particularly well designed, because it brings it down to the initiative roll--at which point, yes, Improved Initiative matters, but only at the expense of nearly everything else.

So, is going first that important? Should it be?

ETA: Some specific builds gain benefits from going first--rogues, sneak attacking the flat-footed comes to mind. For them, Improved Initiative is a good investment. But for everyone, in general? Not as much.

Shadow Lodge

So, let's see...

Sticking to Pathfinder only (I know there are plenty of tricks in 3.5), what methods are there of getting negative energy damage?

There are the Inflict Wounds spells, and Bones Oracles can get Death's Touch.

There's also Chill Touch. Is there anything else? Anything new in UM or UC?

Shadow Lodge

We've got lots of character options out there. So many that I'm sure each of us individually haven't seen them all in play. So... what haven't you seen?

Boreal Sorcerer?
Stone Oracle?
Spirit Ranger?
Monk of the Lotus?

I haven't seen any of the above, myself. How about you?

Shadow Lodge

So I've been playing around with magic items, and I think that the real issue with the costs of spell trigger/spell completion items stems from changes to the Use Magic Device skill.

In 3.0/3.5, few classes had UMD as a class skill. This meant that only the rogue and bard (from core) could actually hope to have a decent UMD skill. Any other class had to pay double the number of skill points, and was limited to a total number of ranks equal to half the UMD class limits. As a result, UMD remained quite closed to the other classes, and access to scrolls, wands, and staves was quite limited. Potions had plenty of utility because they went around this restriction.

In PF, anyone can have UMD as a class skill--if not by expanded skill choices, by a trait. Furthermore, you always pay 1-for-1 for skill ranks, which means that a high-level fighter can have a similar UMD as a high-level bard, Charisma being the main source of difference.

The upshot of this is that having a potion cost 3.33 wand charges is no longer a great economy. It's fine if you'll have to expend an average of 3.33 wand charges in order to get the wand to work (if you're able to get the wand to work at all), but if you're able to operate the wand even 50% of the time, you're getting far more utility out of the wand than a single potion, no matter what.

The effect of skill changes to Use Magic Device is precisely why the economy of potions, scrolls, and wands has broken down. The value of the potion is greatly reduced when the ability to coax a wand to life is common, instead of rare.

So... should UMD even be a skill? Does it serve a true thematic purpose? Or should it be a class feature?

(I'm not even going to touch elixirs yet--which really should be potions, too.)

Shadow Lodge

What does a good set of exotic weapons look like?

I'm thinking that there are three categories of weapons that can fit quite nicely in the exotic weapon space.

First, are the weapons that are strictly better than comparable martial weapons. These include the double weapons, for example, the waraxe, bastard sword, and curve blade. The falcata and meteor hammer might be going even too far here, but that can be a different debate.

Second, are the weapons that are supposed to be rare and unusual, but don't always require the spending of a feat to get them. The monk weapons are perfect examples. Yes, you can spend a feat to wield a kama, but it's not particularly useful. If you take a level of monk, though, you get the kama for free and can use your monk tricks with it, so that's a better solution. In this case, the spending of the feat acts more as a gatekeeper than a cost for an advantage; it reserves the weapon for the class without outright banning it from everyone else.

Third, are the weapons that do something very different from most weapons. The whip and the net are examples of this. In many ways, this is similar to the first category, as you can still use the weapons from the simple and martial categories, but if you want to do something different, you still can. The whip also has some second-category characteristics, too, because the bard gets it for free.

The problem then becomes any exotic weapon that doesn't fit any of these classes, like the PF spiked chain or the boomerang. Not superior to similar martial weapons, not granting a special class-specific ability, and not delivering a unique ability. I think that if these weapons can be redefined within this framework, then they will work well.

Here is a possible solution for the boomerang:

Alternate Halfling Racial Trait:

Warflinger: Some halflings, mostly from more primitive societies, specialize in thrown weapons instead of slings. This halfling is proficient in javelins and darts, and treats bolas and boomerangs as martial weapons. A thrown boomerang that misses its target returns to the thrower at the end of the round in which it is thrown, when it can be caught and wielded as a free action if the thrower has a free hand. This racial trait replaces the Weapon Familiarity racial trait.

Thoughts on the state of exotic weapons?

Shadow Lodge

Given all the Heirloom Weapon discussion in other threads, I thought perhaps we should be discussing traits in general. So... which traits are good traits? Which are bad traits? When is a trait too powerful? When is a trait too weak? What sort of design should go into each of the different trait categories?

Is the standard "+1 Skill and Class Skill" an appropriate point to judge things? Does the lack of a Perception trait in the APG cause problems? Is the Perception trait Just That Much Better or not?

How about, say, the Magic category? Is the fact you can only take one of Focused Mind, Gifted Adept, Magical Knack, and Magical Lineage a good or bad thing?

Let's start the discussion on these little things that are becoming so important to character design.

Has anyone taken the Additional Traits feat?

Shadow Lodge

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Hi! I mentioned that I'd like to see a guide for optimizing the different sorcerer bloodlines. So... I'm starting one.

So, everyone: Pick a bloodline and discuss it! How would you make it awesome? Or, critique other people's optimizations! Let's figure out how to get the most out of your bloodline choice.

I'll start at the beginning with Aberrant. (I don't have Ultimate Magic, so anything you've got can add to this.)

The Aberrant bloodline grants extended Polymorph spells, protection from critical hits and sneak attacks, decent Spell Resistance, a ranged attack, and Long Limbs.

Note that the range for Long Limbs is still within 30', which means that you will remain within range of melee or ranged sneak attacks. This is where the protection from critical hits and sneak attacks come in, but it won't be enough to just prevent death outright. Thus, ways to raise your AC will be helpful.

Furthermore, you will be spending more time in combat, so being able to transform into a number of different beings will prove helpful.

Feats that will be helpful to the aberrant sorcerer:

Toughness - If you're going to be closer to the front lines, you'll want more hit points. This is valuable for your entire career.
Combat Casting - Similarly, you'll find yourself in the thick of things, and you might not always have the 5' step you're looking for. Also, if you turn into a grappling form, this feat will let you continue to cast your touch attack spells and ground them into your grappled target. You can get it as a bonus feat, but you'll probably want it sooner than 7th level.
Still Spell - You're an arcane wild shaper. This, combined with Silent Spell, is your Natural Spell.
Silent Spell - The other part of the arcane wild shaper. You start with Eschew Materials and have no spellbook; with this and Still, you'll always be able to cast something, even when you're grappled or paralyzed or whatever. This is an excellent choice for your 7th level bonus feat.
Quicken Spell - Takes the Silent/Still spells to the next level. An excellent choice, and lets you full attack or cast metamagic in the same round.
Arcane Strike - If you're the sort to change into something and full attack with lots of natural weapons coupled with Chill Touch or Elemental Touch, then this feat is decent. If you aren't planning to do lots of multiattacks, then skip it.
Spell Focus(Transmutation) - You can choose spells to make this matter, but the big reason is to take:
Tenacious Transmutation - so that your polymorphs won't be dispelled.
Spell Focus(Necromancy) - Many touch attacks are Necromancy spells.

Not recommended:
Reach Spell - Long Limbs covers most of your needs here; save the feat slot.
Extend Spell - Your polymorphs are your major long-period buffers, and this will not stack with your arcana.

Since you're only taking three feats from your bonus feat list, my recommendations are for Silent Spell at 7th, Improved Initiative at 13th, and Iron Will at 19th. If you like the grappling route, but are unwilling to spend your feats to gain it earlier, then choosing Improved Unarmed Strike and Improved Grapple are good choices. But see if you can pick up a Grappler's Mask first.

Recommended Spells:
Note that there are lots of good standard choices, like Color Spray, Grease, etc. I won't touch on those, instead focusing on spells that complement the bloodline well.

Level 1:
Chill Touch - This will be a workhorse spell, since you can cast it and just keep on touching stuff for a long time. Note that if you've got a form that makes multiple attacks in a single round, you can Chill Touch for all of the attacks with a single casting.
Shield - It lasts less than Mage Armor, but you'll want to pick up Bracers of Armor or some other armor source quickly. The shield source is harder to come by. You can instead choose Mage Armor and swap it out once you have the bracers. Because you have so few spells known per level, I don't recommend getting both.
Shocking Grasp - Good at first, but quickly becomes obsolete. Great for the low levels, and remains good if you have Intensify Spell. However, once you get access to Vampiric Touch, that will be the replacement.

Level 2:
Alter Self - Your first polymorph. The Boggard and the Troglodyte will see a lot of use--the boggard has darkvision, low-light, a swim speed, and a ranged touch attack with the tongue, stacking with Long Limbs. The Troglodyte has a bite and two claw attacks. The Boggard is the Shocking Grasp build, the Troglodyte is the Chill Touch build.
Elemental Touch - A decent Chill Touch replacement, but note that the duration is in rounds and not touches; if you have lots of attacks that are likely to hit, Elemental Touch is better. If you need staying power and might miss your target, Chill Touch works better.
False Life - Extra HP will be important for you, even more so than most other sorcerers.

Level 3:
Twilight Knife - You will be attacking things. The knife might as well be attacking with you.
Draconic Reservoir - Elemental Touch and Protection from Energy in one. This is good versatility.
Beast Shape I - The basic "wild shape". Get more attacks and combine with your touch spells for damage. Use this and become an Eagle, and don't take Fly.
Vampiric Touch - Touch attack, AND temporary HP? Yes, please. Excellent Spell Storing choice.

Level 4:
Bestow Curse - It's a touch attack! Contagion is, too, but probably doesn't work fast enough.
Stoneskin - Another good protection spell for the frontline sorcerer, which can be used for everyone else, too.
Calcific Touch - In the Chill Touch family. Excellent debuffer, and if you can get someone turned to stone, it's a damage spell, too.

Level 5:
Polymorph - You need all the versatility you can, even with your polymorphs.
Permanency - You might want this on scrolls instead, but many of your bonus spells can be made permanent.

Level 6:
Fluid Form - Not a polymorph, but another source of protection, and reach!
Unwilling Shield - Well, if you're going to be in harm's way, someone should suffer for it, right?
Transformation - If you're wading into combat, friggin' wade into combat!

Level 7:
Greater Polymorph - Spell economy is king.

Level 8:
Giant Form II - More polymorph, and you get to keep your stuff. You'll get Shapechange, but this will let you use your 8th level slots.

Level 9:
Fiery Body - Mobility, fire protection, and extra-strong unarmed melee attacks. Stacks with everything else you've got running.

Good Magic Items:
Once again, I'll be focusing on items that synergize with the bloodline, instead of items that every sorcerer or adventurer will find useful.

Bracers of Armor - Good for any sorcerer, but even better for a frontline sorcerer. Similarly, Rings of Protection are important items.

Amulet of Mighty Fists - Adds to your melee touch attack rolls, and to attack and damage of natural weapons. The Spell Storing quality helps with the action economy a lot, especially with polymorph, but note that you won't be able to access the Spell Storing quality if you polymorph into a form that melds your gear with yourself. If you've got time before battle, polymorph then put on the amulet.

Grappler's Mask - If you're going to be grappling stuff with all the tentacles you've polymorphed, this will be useful.

Shadow Lodge

From what I've gathered, this is what appears to be the case:

Elves and gnomes are natives of the First World, which is a place that exists aside Golarion. I'm not sure if it's a full other plane, or just a pocket of the Material Plane, or even just an otherworldly pocket of Golarion and not other planets.

Dwarves are Golarion natives, having spent the vast majority of their existence deep underground until their Quest for Sky. Orcs are natives in much the same way.

Humans are... what? It seems that they were either first developed by the aboleths, or developed by another race, but it looks like there was some other mortal race involved in their creation.

Halflings? No clue. Up there with gnolls and goblinoids in a lack of detail. Giants? Dragons? What?

Shadow Lodge

Here's another curse I had in mind. Opinions?

Out of Time: Time, for you, does not move in step with others. When rolling initiative, roll twice and take the worse result. You cannot take the Temporal Celerity revelation. When you delay your action, your initiative does not adjust to when you act, but remains in the same time in order. At 5th level, your base speed is increased by 10’. At 10th level, add Blink and Dimension Door to your list of spells known. At 15th level, you are immune to Temporal Stasis and Maze, stop aging, and when in combat with someone who casts Time Stop, you are free to act during the caster’s extra rounds. Furthermore, you may cast a spell once per day as if it was modified by the Quickened Spell feat, without increasing the level of the spell slot required.

Shadow Lodge

If I ever get my GM cap on again in real life, I plan to run a campaign based on Razmir and his quest for godhood--if for no other reason than to allow himself to keep everything he's amassed so far. So he might be doomed to failure, but it'll be a rollicking good time in the process.

I'm on the hunt for everything that discusses Razmir to date. Modules, AP appearances, references. Would someone be able to help here?

Thanks!

Shadow Lodge

I was just looking this feat over again. You get a +10 bonus for impersonating a human.

Really? Anyone? So I could disguise myself as the human king and get a +10 bonus to disguise? If I pretend I'm a half-elf merchant, no bonus, but a human merchant... +10?

Shadow Lodge

I've got a pet theory on the Test of the Starstone, what I'll probably use in my campaign.

But I have some questions about it: How did Arazni become a demigod and then lose that status? Why did Iomedae take the Test?

In any case, here's the theory:

Spoiler:

You can't want to become a god and become a god. Apotheosis requires a subsumation of a portfolio, and everything you want, are, and represent must be true to that portfolio ideal. Any desire or path that is different from that ruins the process. You can't be a god and want to become a god.

Therefore, only those people who haven't wanted to become a god have been successful. In fact, becoming a god only really works if nothing about you changes. Aroden wanted to save humanity, and only became a god as a side effect. Cayden Cailean didn't know what he was doing and hasn't changed one bit. Norgorber, who tries desperately to suppress knowledge about himself, wanted and wants only self-negation. As for Iomedae... I suspect she didn't want to become a god as much as she wanted to represent that ideal for Aroden.

Shadow Lodge

The power of the Oracle has left you disconnected from your fellows, and no longer experience the highs and lows of emotion. You take a -4 penalty to all Charisma checks except Use Magic Device. You gain a +2 competence bonus to Will saves. At 5th level, you are immune to the Shaken and Frightened conditions (but not Panicked). At 10th level, you are immune to charm and compulsion effects. At 15th level, you are immune to the Panicked and Cowering conditions.

So, thoughts?

Shadow Lodge

I've read some of the archive threads about using these together, but that was before the chakram was introduced.

So...

If I've got Two-Weapon Fighting, Point-Blank Shot, Rapid Shot, and Quick Draw, I could full attack with a stack of chakrams, pilums, and/or javelins as -4/-4/-4? I specifically consider these weapons here because they're classified as ranged weapons and not melee.

It's a pity boomerangs aren't better weapons.

Shadow Lodge

"Ah, good day, and welcome! Yes, please, come in, you are always welcome at Talouf's Baths. It is the best place to come in Katapesh after a long, harrowing journey. Please do not consider me rude, but judging by the size of your purse, you must have had a spectacular and treacherous journey, one worth telling for the ages! And indeed, here in Katapesh is the best place in all Golarion to be, if you have money to burn."

I am recruiting for a sandbox-style adventure, starting in Katapesh. You are all freshly coming from some lucrative adventure of some kind. Basically, where we go is up to you!

Here are the rules for the game:

1. The sources are Core, APG, and the Inner Sea World Guide. PCs have 2 traits.

2. Starting PC level is 2.

3. Ability scores: After this post, I will generate 5 arrays. Arrange the scores as desired. Choose whichever array you like and create your PC that way. I will choose one PC from each array--so if one array happens to be more popular, it will be harder to get that particular PC. If you manage to negotiate with the other players who gets which array, I am willing to accommodate whatever deal you come up with.

4. Equipment: You have 150 gp to spend on equipment. Yes, that's it. However, you will also start with 2,000 gp in coins, gems, jewelry, objets d'art, or commodities. What exactly you have, and how exactly you came by it, is up to you.

5. Regarding background, how you came by the wealth will be important, clearly. But also, what you're thinking of doing with it will also shape the direction of the adventure.

Enjoy!

Shadow Lodge

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I've been thinking about how to build what I'm calling the "Mist Assassin." It's a Waves Oracle/Rogue that specializes in stealth and cutting off single prey from the world before slaying.

It's a tough build, so I'd like to hear your advice.

The stats in order of importance are Dex>Cha>Str>Con>Wis>Int. I do not expect a full caster.

If we have a 20-point buy character, this is what I'm thinking:

Str 12
Dex 18
Con 12
Int 8
Wis 8
Cha 16

Race: Half-Elf. Choose Skill Focus: Stealth and Multitalented: Oracle, Rogue.

Level 1: Waves Oracle. Choose the Deaf Curse. Traits: Magical Knack (Oracle), Elven Reflexes. Feat: Improved Initiative. Skills: Acrobatics, Escape Artist, Stealth. Choose Inflict spells. Revelation: Water Sight. Spells: Create Water, Detect Magic, Detect Poison, Light, Inflict Light, Obscuring Mist, Shield of Faith.

L2: Oracle. Spells: Touch of the Sea, Mending.

L3: Rogue(Acrobat). Skills: 2 ranks each in Climb and Swim, in addition to Acrobatics, Escape Artist, and Stealth. Feat: Point Blank Shot.

L4: Oracle. Revelation: Fluid Nature. Spell: Doom. +1 CHA.

L5: Oracle. Spells: Slipstream, Guidance, Inflict Moderate, Silence. Feat: Reach Spell.

L6: Rogue. Skills as before, Fast Getaway. Deaf Curse improves.

I'm thinking Oracle, Oracle, Rogue from here on out. There's a lot of moving parts and a lot of choices to make. Main weapons are a ranged weapon and the longspear. Thoughts?

Dark Archive

I'm thinking of developing a Horizon Walker for PFS... Background: he's a Mauxi half-orc from Thuvia braving the desert.

Here's the basic look:

Half-Orc (Scavenger, Toothy)
Ranger 1 (Guide, Skirmisher)

Strength 16
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

Languages: Common, Orc, Abyssal, Polyglot
Feat: Two Weapon Fighting
Traits: Child of Nature, Dunewalker
Skills: 1 point in each: Perception, Linguistics, Survival, Knowledge(Nature), Knowledge(Geography), Climb, Stealth

Main weapon: Orc Double Axe
Feat chain:
Ranger 2: Double Slice
Ranger 3: Endurance, Power Attack
Ranger 5: Furious Focus, Rattling Strike (Skirmisher trick)
Ranger 6: Improved Two-Weapon Fighting
Horizon Walker 1: Shield of Swings
HW 3: Keen Scent
HW 5: Blind-Fight

Okay, feel free to start tearing apart!

Grand Lodge

So lately I've started looking at the Horizon Walker. It looks neat, but I keep thinking that despite the preponderance of bonuses, there just might not be enough "there" there. Some things I like: make all your weapons Good/Silver/Cold Iron/Whatever, get Fly for free a few times a day, never get fatigued or exhausted... all good stuff, but does it win encounters? It always seems like there are better ways to get this stuff, if that's what you want (except for maybe the exhausted/fatigued thing).

Also, it requires Endurance and Knowledge(geography). Can I somehow turn these to my advantage? Perhaps stack Fight On and Diehard? Combine Heroic Recovery with a monster Fort save?

What would you do?

(This somehow ended up in the Archives. Could someone please move it? Thanks.)

Grand Lodge

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How, exactly, does this work?

It says that a single "attack" gets reach. Do only natural attacks count, or can weapon attacks receive reach as well? It's not a "natural attack form" like Improved Damage, so if it's applied to claws, it only affects one claw and not the other?

Grand Lodge

I'm looking for general ideas, here, just to see what's out there.

I've got a L1 half-orc Aberrant Sorcerer, starting spells Shield and Chill Touch. Originally planning a straight Sorcerer progression, as a reesult of RP, his second level was as a Bones Oracle, with the Bleeding Wounds revelation (L1 spells Cure Light, Inflict Light, Divine Favor).

It's not optimal right out of the gate, I know. But, tough, that's what we're working with.
How would you advance this?