Yeah, my GM just lifted the Expert in Crafting for this one. Seems like an oversight. Without it, the only lv 2 feat an Inventor with Weapon Innovation can take is Searing Restoration, wich would be at least a litte odd. But I understand that my GM lifting the prerequisite is a houserule thing. I still waiting for the Guns and Gears errata on this one.
Squiggit wrote: In some respects I think PF2 didn't go far enough in that direction, which is why it's pretty common to see complaints about the game's math feeling coin-flippy at times. Id like to say that one of my strongest gripes is with a certain blonde juvenile NPC from Agents of Edgewatch book 1. For his stats, his savings and skills makes zero sense. For me, this creates the following problem: This makes the math that players use to calculate their saving throws, skills and heck, even starting attributes seens nonsensical.
I would love a book about Tech and Firearms. They could have two classes, some sort of artificer, but let's call him Inventor, and the Gunslinger from 1st edition, because he was a fun class. Now, let's not separate this book in two parts, but make them complement each other, like, the fact that inventors exist is probably tied to the discovery of gunpowder and stuff like that. Ok, serious business now. They should have made guns & gears interact with each other, something that could give Inventors good uses out of firearms, good firearms for the gunslingers, Ways that doesn't put gunslingers in harms way for trying to use their reloading feats.
Here are my problems: That the book for constructs was one of the last in the PF1 edition, and din't cover well what kind of character I wanted to make. And now that we have the inventor, their innovations are lackluster and it plays more like a Torchlight Engineer. All I wanted was a character that could pilot some suit, like Rumble(LoL), Mekkatorque(WoW) or Gazlowe(HoTS). Also the fact that I can't use a Advanced Weapon as a Innovation and the fact that I need an extra feat to use my armor innovation if I'm a Wizard with Inventor Dedication.
SuperBidi wrote: It's further problematic as there are actions (like Explode) that only you can take and still affect your Minion. In my opinion, there's a design flaw here, there's no reason for Explode to be used by the Inventor and Megavolt by the Minion. As a side note, you can Explode+Megavolt in the same round, so the design "issue" of using 2 2-action activities in the same round is still there. Wait, this isn't intended? I was exploding and zapping until now with the construct. Seems like the best use of the actions at higher levels.
Lazarus Dark wrote:
I don't think gnomes would mind. Most of them seems to be good inventors.
I'm seeing myself using archetypes to suplement the little cracks I see on the class chassis. If I want to go into melee, I'll use either an Armor or Construct Innovation. Armor if I have other strong frontline characters or Construct if they are also not that good at hitting(Warpriest comes to mind) and I need a flanking buddy. Them I'll get Dual Weapon Dedication, so I can apply Overdrive damage as much as possible. For ranged, I'll go with Sniper Duo Dedication and a Composite Short or Longbow, depending on the proeminence of small spaces. But either option, I fidnd myself needing to invest into Dexterity or Strength to do well in a fight. I really wanted to be something more like the Summoner and his Eidolon, but instead of Charisma and magic, I want to use Intelligence and gizmos.
Aw3som3-117 wrote: I've never understood the mindset of it being seen as a negative/bad thing for a feat to be in between two options, which is basically what's happening here. The mindset is: This is something that it's being sold as a lvl 2 feat choice for me, them why I can't get this at lvl 2? Aw3som3-117 wrote:
Yes, no one would bring this up, because it would have been a lvl 4 feat that you can pick at lvl 4, or a lvl 2 feat that you can pick at lvl 2. Aw3som3-117 wrote:
Because it involves at least a good understand of the rules to circunvent the restrictions on the feat, and one of the points of 2e is to be more coherent than 1e with this sorta situations. Aw3som3-117 wrote:
Most non-human characters still get a lvl 1 class feat, based on their choice of patron, muse, thesis, etc. If those feats were lvl 2 feats, casters would start the game with lvl 2 class feats. Also, inventor is not a caster and this is not a lvl 1 feat.
Guns & Gears Page 25 Reverse Engineer
Requires Expert Crafting, the Inventor only gets that at lvl 3, making this a viable option for lvl 4 class feat, not lvl 2. I don't know if there's any other class feats with this kind of restriction. Reverse Engineering is a 4th level feat for the Scrounger archetype. So I'm thinking that maybe one of those 2 thinks happenned: 1st - They copy/paste the feat without removing the Expert pre-requisite.
As it is, you can't buy it at lvl 2 without the use of the free archetype rule, choosing some very specific archetypes.
On Guns & Gears page 25, we have the Reverse Engineer class feat(Lvl 2) for Inventor. It requires Expert in crafting, but the inventor only gets Expert in crafting at level 3. Is there any other case of class feats that you don't meet the requirement at the level they're avaiable? Also, the Construct Companion feats all follow the naming pattern:
Glenn Elliott wrote:
We have a running gag that, if you want to play a good RPG, you should learn english. Devir is the point of this joke. As a brazilian, I know that we have very few options on our market if we want RPGs with more mature themes. We have a national D20 RPG but, my personal opinion, it is too childish. I am really sorry for some of my friends, they would love to play PF 2.0, or even PF 1.0, if we had enough translated books. I myself play on forums or online, sadly, Devir lack of quality and super slow motion releases is drying the market for Pathfinder here. It's not Paizo fault. But Devir is not a good bussiness for us.
One of my PCs is a noble from Caliphas, after the first adventure(HoH), he stated that he wanted to buy Harrowstone. I kinda don't know what to do. He wants to arrange a meeting with the noble who owns Ravengro and discuss the matter. He says this: - Harrowstone is empty, so no one is paying taxes there.
I liked the idea, but I don't know how much it would cost.
I'm accepting suggestions.
true_shinken wrote: If it were up to me, I'd give them a chance, specially because if they don't get another chance, Starfinder is getting delayed. I won't. They still have zero respect for us. They don't share any news on translating and printing schedules, they don't communicate with the fans at all on RPG events. They have very poor quality when they finnally publish something. The prices are freaking high, even considering the dollar tag (Like, i'm not paying 300 bucks on the Pathfinder Corebook in portuguese, when I can pay 150, including shipping, on the original in english). Also, look at the Devir "quality". Maybe Redbox Editora will show some interest?
One of my players wants to play a Skinwalker (Witchwolf) with the Weretouched archetype from Shifter. As far as I can understand, the Witchwolf only get his Wisdom bonus on his Hybrid form. I just want to know if the Lycanthropic Wild Shape from the archetype can stack normally with the Change Shape from the Race.
Gisher wrote:
Necroing my own thread here. It still does not anwser if I get all the School powers or only the 1st one. The Exploit only gives me one, but states that if I get the acess to the school I can stack levels. VMC gives me limited acess to some powers, but specify that I get acess to the school. So, if I have both options, can I get the full progression as a Wizard of my level?
Avoron wrote: You could also just get rich selling holy water, everburning torches, and masterwork tools. Those are good, but I'm trying to create Greed from Diablo 3. I wanted a lvl 20 demon wizard who has various simulacrums producing gems and gold for him while he confortably seats atop of a Throne counting his gold for all eternity. I'm just trying to discover some way to do it rule wise.
blahpers wrote: Nope. False Focus lets you bypass the material component requirements of fabricate, but the effect of fabricate is to convert material into a product made of that material. If you don't have any material to convert, there's nothing for fabricate to do, same as if you cast knock on an unlocked open door. But once I have a tiny gem I can make it worth 100 gp? And after that can I increase 100 gp of this value with each casting?Because of false focus I don't have to pay the cost, up to 100gp. Also, with Yueral's Blessing, can I make the gem transform into Metal?
Of course (most) GMs wouldn't let this fly on a campaing, but rule-wise, it is possible to use the following combo to get wealth? 1st: False Focus (something worth 100 gp)
What I'm trying to do here is simple: - Use Fabricate to create one gem worth 100gp, not paying the material cost because of False Focus.
Is it, rule wise, possible?
So, have just finished the book 3, the Choking Tower, and one of the PCs wants to build something to swap his mind to that of an Android body, using the Android Foundry near Iandeveigh. Just to know. Is there any way to do this inside the rules? Or it is all by GM Fiat? He is a Wizard with Technologist and some other Craft Tech feats.
I'm trying to play an Alchemist with the Construct Rider archetype. I just want to know a few things. 1º - Is there any way to heal my Construct Mount without being lvl 10 and getting Spell Knowledge to have acess to Make Whole? 2º - Can I use the Modifying Construct rules to add basic modifications to my mount(More armor, new weapons, more hit dices, more stats)? http://www.d20pfsrd.com/magic/building-and-modifying-constructs/ 3º - The archetype says I can use Extracts instead of spells to meet spell prerequisites for crafting constructs, but Alchemist does not get any of the spells needed to craft constructs. It works like the Material Mastery or this is an huge waste of an ability?
I came up with the idea for a character who is good with engineering and constructs. The Construct Rider was the most close one I could get my hands on, but it has some serious flaws(like the inability to heal its pet). Them I decided to modify other existing archetype to achieve what I wanted. It's actually a pretty simple approach, I'm just altering the existing Scavenger Inquisitor Archetype to fit into the Alchemist. Gadgetry (Su) Spoiler:
A scavenger is a master of mechanical arts rather than alchemical ones, and he gains a competence bonus on Craft (clockwork) checks equal to his class level.
He can use Knowledge (engineering) to identify wondrous items as if using detect magic and Spellcraft. A scavenger does not gain any bonuses to or special uses of the Craft (alchemy) skill. Rather than prepare his extracts as consumable liquids, a scavenger constructs small, single-use devices infused with bits of his own magic aura to achieve the same effects. Alchemist discoveries that affect extracts result in identical effects on a scavenger’s gadgets (such as the infusion discovery, which would allow another creature to use a gadget, just as it would allow that creature to use an extract). This ability modifies alchemy
Jury-Rig (Ex) Spoiler:
Beginning at 2nd level, a scavenger can sacrifice one of his gadgets to repair or enhance an adjacent mechanical device, such as a lock, trap, or vehicle. Doing so either repairs 1d6 points of damage per extract level of the gadget sacrificed or applies a bonus or penalty to one specific skill check involved in using the device. The scavenger could, for example, sacrifice a gadget to impose a penalty on all Disable Device checks to disarm a trap, add a bonus on all Disable Device checks to open a lock, or add a bonus on all Profession (driver) checks to drive a carriage.
This modifier is equal to twice the extract level of the gadget sacrificed, and lasts for 10 minutes per class level. This ability replaces poison use. Construct Mastery (Ex) Spoiler:
At 2nd level, a scavenger gains a +2 bonus on all Craft checks to modify or repair creatures of the construct type, as well as a +2 bonus on all weapon damage rolls against constructs. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, the scavenger gains Craft Construct as a bonus feat, even if he does not meet the prerequisites, if he already has this feat via another trait, such as the Construct Rider archetype or Promethean Disciple discovery, he is considered to have the feat Craft Magic Arms and Armor for building and modifying Constructs.
This ability replaces the alchemist’s poison resistance and poison immunity. Mechanical Inspiration (Ex)
Spoiler: At 6st level, a scavenger gain a pool of inspiration equal to his Intelligence modifier. He can expend one use of inspiration as a free action to add 1d6 to the result of an Appraise, Disable Device, and Knowledge (engineering) checks, as long as he is trained in those skills. This ability count as having the Amateur Investigator feat for the purpose of prerequisites.
This ability modifies swift poisoning.
Guys, I appreciate all the input and help. The Shadowdancer seemed like the ideal choice and the Mindblade Magus was also a good one, but I needed some teleport options avaiable asap. Mindblade Magus can only get Dimension Door at lvl 10 and the shadow dancer requires 4 levels from the prestige class to get shadow jump as well. I tried the following: Unchained Rogue (Knife Master) 7(VMC Wizard)
Stats: Str 10, Dex 20(+1 lvl, +2 race), Con 14, Int 14, Wis 12, Cha 10 School: Conjuration (Subschool: Teleportation) Rogue Talents (1 extra at lvl 6 from Favored Class bonus)
Feats:
At level 7 I'll have Shift, at a short range but it will get better with time. For my Rogue Talent lvl 8, I'm planning on getting Cloying Shades and Dimensional Agility for lvl 9 Feat. What do you guys think?
Sounds really good, But can you please explain to me how this Dueal Weapon functions? At 7th level, a mindblade can maintain two psychic weapons at a time or a psychic double weapon, though each weapon (or each end of a double weapon) has an enhancement bonus 1 lower than normal. Starting at 12th level, each of the two psychic weapons (or each end of a double weapon) instead has an enhancement bonus 2 lower than normal. When using two-weapon fighting with two psychic weapons or a psychic double weapon, the mindblade can use her spell combat ability as though she had a hand free. At lvl 12th the trait gets worse?
Hello fellow adventurers, my GM is starting a campaing heavily inspired on warcraft, them I decided to make a Rogue. I'm trying to make a Rogue similar to the Subetly Rogue from WoW.
- Ability to use stealth regardless of being observed.
I know some of those are kinda complicated to emulate, but what is the closest thing I can do by lvl 7?
Nah, we are all okay(as players) with that. The point of this session is to conquer and rule a empire that is in the middle of a war. We are not heroes, we are all villains. We know that only one of us can rise to be the next Emperor and we are only working together cause there are already other groups doing the same thing. My wizard is afraid cause he knows that if he get caught unaware he's toasted cause I'm not high lvl yet. Our alchemist is a Clone Master for the sole purpose of staying alive in case of a infight against someone. But how do I put the spell? It sure will cost a little more than the normal item. Or does it count as cursed?
I'm looking rules for creating a magic item with a command or dominate spell that activates when I say a specific word. I'm on a campaing with evil players right now, and some of them already killed each other. I'm the group wizard and the group somehow trust me to build their magic itens(probably cause it cost less gold). Is there a way to put a Dominate Person on their +2 atribute magic item? I want to have some insurance that they won't try to turn on me when they have the chance.
Well, depending on the sort of things you wanna do, you can even go straight Sorcerer. This build is one of the funniest ones I've played. Elf Sorcerer with Arial Wildblood bloodline. Here is a descreption of the full build:
Spoiler:
https://docs.google.com/document/d/1aixPcR_eT0re47tG_HfisyjS58NE93MIQcutPA7 kSaE/edit# It does not have much power early game, But I do find the fantasy of killing things with 1 shot as an Archer cool as hell. Also, I like the tricky things you can do with spells.
SoulGambit wrote:
Sadly, it ins't PFS legal. Because you can't choose Sylvan as a Eldritch Lineage(Cause it's an Archetype).
Lets put some simple questions here. Assuming I'm a Draconic(Red) Sorcerer of caster level 15.
This, plus my Bloodline arcana puts +2 for every die of damage my fire spell causes. Now, I want to make my enemies suffer, So i picked up 4 Feats:
I also have Wayang Spell Hunter(fireball) and Magical Lineage(fireball). These 2 traits let me cast Empowered Fireballs all day, without elevating the spell level of Fireball. I'm assuming that my Empowered Fireball causes:
But When I intensify the fireball, they need a 4th spell level, but they go all the way up to:
Finnally, when I apply Spell Perfection, all these bonus doubles? The final question here is: Perfected Empowered Intensified Fireballs with draconic bloodline and blood havoc cause 30d6+60, 25d6+50, 22d6+44, or 20d6+40?
So, at level 5 the Pact Wizard gets a Oracle Curse at 1/2 wizard level. It even states that "If an oracle curse would add spells to the oracle’s list of spells known, the pact wizard instead add those spells to the wizard’s spell list as well as to his spellbook." If I get the Curse of Lich (Curse of Corruption) from Horror Realms, I'll get Control Undead on my spellbook at level 10, this spell is a 7th Wizard/Sorcerer spell but it get's add to the Oracle List as a 2nd level spell. Do I get Control Undead as a 2nd level spell or as a 7th level spell?
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