I think each implement tracks its resonant power seperately, which is good for some and bad for others. Like transmutation you can make a Strength bonus belt and a Constitution bonus vest. Necromancy I don't think would stack or have another benefit to multiples. Except that you can hand off one of them to an ally and they get that one's bonus. (not as great for necromancy, more useful for evocation) Not positive, but I THINK you don't have to invest mental focus to make something your implement, so my guess is the best thing to do for necromancy would be to make one implement with all your focus, and the other implements with 0, so all they are for would be spells.
If anyone is taking requests, I have a newly level 3 Operative that needs to run star sugar heartlove. Commencement Spoiler: She impersonated an SMK band member in Commencement to thin that crowd, and after being chased around the mall and trampled by a hoard of tweens, she obviously hates the band. SO it only seems fitting she would be stuck in what obviously is an SMK themed scenario. (I think)
Hey people, I have a no-show for my tier 1-2 Gameday VII School of Spirits and no waiting list. If you are interested in playing, please post to RECRUITMENT
So the Cleric Dedication feat includes the following:
My question is about what "spell level that you can cast" means for this context. Clearly if you take the 4th level Basic Cleric Spellcasting feat, you can cast 1st and 2nd level wands, and eventually 3rd. If you are a wizard/druid/sorcerer etc, you can cast spells, so I assume even if you don't take the basic spellcasting feat, the "spell level you can cast" would also include the level of spells you can cast from your real class. So if you are a fighter or other non-spellcaster and you take only the dedication feat, are you unable to cast wands at all using the feat's abilities? Or do you get to use 1st level wands when you take it, then 2nd level wands at level 3 , 3rd level wands at level 5, etc?
Hoping I'm missing something since I'd like to use wands without having to take the spellcasting feats as well.
In a game called Pathfinder, featuring the accolades of a group of adventurers called the Pathfinder Society, and an organized play campaign called Pathfinder Society, I would recommend against having a skill called Society. I just imagine trying to google potential uses of the Society skill in Pathfinder, and getting absolutely buried in hits about the lore of the organization Pathfinder Society, or the rules set forth for the organized play Pathfinder Society campaign. So Culture? Civilization? Community? What other names for the skill do people like, or is Society the right one after all?
Rankrump: Rankrump Male Goblin Occultist (Tome Eater) 1 CE Small Humanoid(Goblin) Init +4 Senses Darkvision (60 ft.) Perception +4 ---------------- DEFENSE ---------------- AC 17 T 14 FF 14 hp 9
Range
Space 5 ft.; Reach 5 ft.
traitsBruising Intellect, Dog-Sniff Hate, Pragmatic Activator, Paranoid (Drawback) Skills
Languages Common, Gnoll, Goblin, Orc
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Class
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I'd love to play a goblin Tome Eater Occultist! He would have a "spellbook" as his implement per the class, but doesn't read it and probably has it all chained up to keep it safe and closed. And he eats any other books he finds! Does that break your no spellbook rule? I could make him a melee or a caster or in between as needed. I can put together some more details tomorrow. If the tome eater is a no-go, then a haunted spiritualist, haunted by a big dog or horse phantom would also be entertaining.
Thanks Castilliano! The point about Quick Draw grenades with Heavy Fire isn't one I had thought about, good point. I also was thinking that the crowd control grenades would hold up better at higher levels than damage ones. Also great point about the unwieldy melee weapons. I had forgotten or not noticed they can't be used for opportunity attacks.
So I want to make a Bombard soldier, wielding 2 handed "unwieldy" weapons and tossing an occasional grenade. Action economy makes this tricky but I want to see if I understand the worst case scenario for RAW. I think Quick Draw is helpful to make this work well (lots of people seem to say it’s a useless trap, but…) So I have a bunch of scenarios here with what I think I can do in a turn, can someone help me out and let me know if they are allowed RAW or if there is a faster way to do it? 1) Start of combat, I’m unarmed. I can throw a grenade, then move and draw a 2 handed weapon and now be wielding it. I even have a swift action to spare. (quickdraw lets me freely draw a grenade as part of attack, and I can draw 2h weapon as part of move if I have BAB +1) But I can't move before the attack and make this work. 2) I’m wielding 2 handed weapon and want to throw a grenade. Swift to free up a hand, standard to draw and throw the grenade, move action convert to swift to put hand back on 2 handed weapon to be wielding it. (RAW here, I don’t think I can move at all this turn, the swift action to put my hand back on cannot be combined with a move, and even quick draw does not help. Lameness.) 3) I’m wielding my 2 handed melee weapon and want to switch to my 2 handed heavy weapon. I sheathe the melee weapon as a move action (and that’s as efficient as it ever can be). Then I can draw as a swift action, only if I have Quick Draw. Then I can make one attack, and that’s not too much of a problem if I’m using unwieldy weapons. Just I would miss out on the Bombard’s Heavy Fire bonus in this turn. 4) Regarding extra limbs, I think a third (cybernetic) arm would allow me to move in #2, and also as a separate full action allow a full attack with one attack from the grenade and a one from a (non-unwieldy) 2 handed weapon. 5) And a fourth arm from Kasatha or cybernetic pair would allow wielding both the 2 handed melee and 2 handed heavy weapon. They could be combined in a full attack if they were not unwieldy. If I am wielding Two 2-handed weapons, the action economy of #2 is the same as when I had 2 arms. So If I’m using unwieldy 2 handed weapons, the extra hands help some, but not a whole lot. And I do think Quick Draw is very helpful. Thoughts? |