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![]() Too bad there's absolutely nothing here in Montreal. Honest. I had to look for a store that sold the books for a solid month, before settling to order it through Tour de Jeux (Tower of Games). One store manager said the books were out of print and discontinued (though this was the same guy who was selling nearly every 4E product). Thankfully, that's not true. ![]()
![]() I think its perfectly fair, considering spells are limited per day, can be counter-spelled, can be saved against, have to deal with spell resistance, and creatures who are resistant or immune to certain effects. In other words, getting the spell out should be easy. Getting it through is where the difficulty lies. ![]()
![]() There's a thread floating around somewhere about eating summons... I wonder what familiar tastes like. In the same thread, someone spoke of a wizard who took a haunch of meat as a bonded item. I. Died. Of laughter. Anyway, seriously, this guy is overreacting. The only remedy to this is to convince him to take a bonded item and promise not to have an NPC steal it. Then, when he's sleeping, have someone steal it from him. ![]()
![]() The book defines Paladins as LG. They cannot be anything but. The book defines all the major deities as per their indicated alignment. The book is mostly unbiased and true neutral (lol). Ergo, paladins and gods are sized up with the exact same methods. A paladin follows his god's views completely. RAW, a paladin is always LG. Ergo, he would never stray from his god's view, as he is lawful to his god; a paladin will always be good and helpful to his god. Ergo, he is LG to his god. BUT TO THE BOOK, that paladin will ALWAYS match his god's alignment The book is the final judge when it comes to alignment. It is the true god, and it judges everyone and gives everyone an alignment. And to the book, anyone worshiping a god entirely shares the god's alignment. And by that same argument, therefore, since a Paladin must be LG, it cannot follow any god but an LG god. If it is anything else, it is no longer a Paladin. ![]()
![]() So the problem with research is bookkeeping and headaches, while no research is just a role play wasteland. So why not just mix both? Keep it simple, have the player role play his way into making something. Ex: his staff needs feathers, get him to go to the library to find a book that'll tell him the right feathers. There's no need to go into extensive research for the stuff written in the CRB, but you can still get role play involved by asking the question "how do you do it?" He provides a good method, both sides are satisfied imo. ![]()
![]() Yea, Warklaw's got a point, Violation. I mean, anyone who can use SoH has a rank in it and is therefore trained in it; any trained pick pocket knows to pick something and hide it before anyone notices. I'd give it a +2 circumstance bonus, nothing more. After all, it might just get notice that the flap of a person's bag is raising without wind. ![]()
![]() Well, interestingly enough, the Cavalier is one of the classes that gains no "massive" benefit from hitting 20... Okay, double damage on a mounted charge is pretty fun, but it's not nearly as crazy as, say, monk's level 20 bonus. Anywho, I GM'd a game with a cavalier that went dipped into fighter. Most of his back-story reasoning was questionable at best, but his game-play reasoning was simple: more feats sooner. Which leads me to the answers: Anywho, question 1: When do you want the bard bonuses (see question 3 answer)? It simply boils down to that; take them sooner, and you'll be able to be more versatile early on. Though know that all your abilities will always be behind what the other players may be. Question 2: How often will you be mounted? If often, you may not need expeditious retreat, though it can be useful when your dismounted for whatever reason. Personally, I'd pick a spell where I'd have some use for it if I couldn't move my limbs. Question 3: Take two levels. An extra challenge per day isn't game-breaking. And no, your not crazy; cavalier and bard are team classes, so they mesh well. ![]()
![]() KaeYoss wrote:
+1 What about the Summoner class by the way? 1 minute per level instead of 1 round per level. Said creature could, y'know, stay a while to cook? ![]()
![]() I'm fairly certain it only applies to discoveries that modify the bombs, literally. Fast bombs does not modify the bombs, but frost bomb does. Likewise, in the entry of potent bomb, its effects are noted to stack, voiding the rule that denies them to be combined with other discoveries. All in all, we'll see what was meant in the final copy, but my gut feeling is to ask the question: does it make my bombs do things differently? With the exception of Potent Bomb, if yes, it cannot stack with another altering discovery. @OP:
Core Rule Book wrote:
Simply put, you don't lose the ability to toss bombs. And by the way, you can combine mutagens with transformations, as all mutagens are alchemical bonuses, including greater, grand, and true mutagen. ![]()
![]() That would actually affect the CR of the trap. Check page 422 of the Core Rule Book, or check Here. ![]()
![]() Ladies and Gents of Pathfinder Messageboards, As I understand, the current version of the APG PDF is not the final print version, and there have been a number of "corrections" by the staff at Paizo. Now, I'm one paranoid hombre. Ever since I read True Mutagen actually gives a +8 Alchemical to physical abilities instead of +6 (as well as -2 to mental abilities), I've been wondering if I've missed other important "corrections." So, again, while I understand that the current PDF version is not the final, are there any others corrections to the final playtest that have been announced, that are not in the current PDF? ![]()
![]() 0gre wrote: Depends on whether you are going to bump dex or not. I just built a high level alchemist and wound up having to go with chain shirt and still bumped into dex limitations with armor. You can really ramp up DEX with mutagens in a hurry. Jesus Christ, I forgot about Mutagens (especially true mutagen)... Celestial Armor is looking great, but Mithral Chainshirt requires no feats spent. Bomanz wrote: With the emphasis on getting medium/heavy armor proficiencies, and then also shield proficiencies, a 1 level dip into fighter might not be such a bad idea. I'm compelled to agree. Certainly the most efficient way of getting the proficiencies (and a bonus feat), but I'm not sure if I want to delay True Mutagen + Two discoveries for Medium/Heavy Armor. EDIT: Does Celestial Armor require Medium Armor Prof in the first place? ![]()
![]() Yar people of Pathfinder Messageboards, So, as many of you know, alchemists don't suffer arcane spell failure when using any sort of armor. This is great news, as it allows the class to use medium and heavy armor without much penalty to its extracts. That said though, the class is very obviously dex/int based; dex to toss them bombs, and int to make them bombs boom. So, the question I have is... What armor to use? Now, as much as it depends, I'm looking for a general answer. Is it safe to assume that I should take some sort of mithral armor, and match the max dex bonus to my dex modifier? Or hell, not even bother with taking a feat for higher armor proficiencies, and just go with classic Mithral Shirt? ![]()
![]() Alright, I have a few questions again. 1. Sticky Bomb Afaik, it does splash damage to the target the round after it's gone off. Why is it that I keep reading people in here saying it does double the damage? 2. Known Formula This whole thing confuses the hell out of me. As I read it, at level one, you get 2+int level 1 formulas in your book. At level 2 and 3, since all you can create is level 1 formulas, you get a level 1 Formulae each level. At level 4, you can make level 2 formulas, so your option is to get an additional level 1 formula, or a level 2 formula. Is this entirely correct? ![]()
![]() Oh I agree with that. Its one handed, sure, but you can't throw more than one due to two-weapon fighting. Rather, I just wanted to know if I could toss bombs with one hand while I kept my weapon in my other (instead of always having to sheath/drop it to toss a bomb). I get the feeling your allowed to do that though. ![]()
![]() I figure this is a question on a lot of people's minds. The importance of this, to me, is less to do with two-weapon fighting and unleashing more bombs, and more to do with whether I can use a one handed weapon and throw bombs at the same time (ie, without sheathing/dropping my weapon). So yea, how many hands does it take to use a Bomb? I've read in several places that people assume its one, since its more activating than mixing. ![]()
![]() Hello Paizo Messsage Boards, I've been lurking these forums for a while, admittedly, looking for answers to my hundreds of questions, and its rare that I do not find what I'm looking for. However, there are some questions that weren't asked and answered exactly as I needed; thus, I am here to ask directly. Anyway, chit chat aside, I mainly have questions concerning the alchemist. For starters, fast bombs. Now I understand that I can throw more bombs as a full-action, and that it acts like a full-attack with ranged weapon, but... 1. What is a full-attack with a ranged weapon? I couldn't find it in the core book. 2. Also, the core book states the following:
Core Rule Book wrote:
Does this allow me to, say, strike with a melee weapon, take a 5-foot step back, and then throw a bomb? The extra bomb "attacks" are using a full-round action to get the extra attacks, and it doesn't say I have to use only one weapon during full attacks. Now, I know, there's been more questions about Vital Strike than liters of oil in the gulf. I just want it quick and simple: 3. Does Vital Strike or Improved Vital Strike give me an additional 1d6 or 2d6 respectively when I toss a bomb during a standard action? Or should I wait for some sort of Errata/FAQ to come out? I have other questions, but I'll leave em for another time (and I forgot them). Regards,
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