In the case of Thaumaturge's Implements, is it allowed and accepted within organized play for players to reflavor their implements to not be limited to those listed. Such as using a polished silver plate for a mirror implement. Or a flute instead of a bell. Or even to go as far to deviate greatly from it, like using a deck of cards as a Weapon Implement?
I've done a fair deal of research on this, AoN is incredibly helpful. But I cant seem to find a means to achieve this. First and foremost, how do I acquire an ability that is similar or functions exactly the same as No Breath. Permanently. using Items/cybernetics/grafts/Feats/etc,. Keep in mind I'm locked into a Solarian class, with multiclassing not being an option. This also prevents me from Race options, if any. Thank you for any assistance you can provide
W-wait, is that why I can’t find anything regarding Replay rules? The “1-2 months after the new edition launches” was wrong!? We are STILL WAITING for clarification on what those points we have can be used for? Sigh... please tell me I’m wrong and there is something in all this mess that is clear on what we can do in 1e Pathfinder Society regarding replays.
Kodyboy wrote: This ruling on shields makes them worthless. If it were accurate, I want it in writing before I take it seriously. i.e., Hardness 5 takes 8 damage, no Dents. 10-14 damage 1 dent, 15+ Damage 2 dents. It’s a slip of the tongue, I refuse to believe that something that took no damage becomes damaged. Yes read that again, this supposed “ruling” has something that didn’t take ANY damage, TAKE DAMAGE that eventually breaks it if it doesn’t take damage again. He was under pressure, stress, long day, lack of or too much caffeine, any reasonable excuse over what’s been said. I’d been more than fine if it took a Dent if it was only in excess of Hardness. If this ruling stands, just rework it into something else but this. [Insert Reasonable Suggestion Here] Sad they are reworking Dying, but I can understand why, the up and down game was strong last session.
Given Non-lethal isn’t a damage type anymore, and you’re more than likely to be hitting a target that is prone, flat-footed, blind, or all of the above plus some other penalties to AC. I don’t see a problem.
Tectorman wrote: So items can only have a certain amount of potency or properties depending on how well-made they are. So what happens if I'm a low-level starting character and I can only afford a lesser quality weapon, but it's important to me that that specific weapon (and not some substitute that I come across at higher levels) be the weapon I use for my entire career? Can it be reforged (by me or a hired NPC) into a higher quality weapon? Will the CRB have the Masterwork Transformation spell? ^This^ Sorry if me and Tectorman missed something, but I’d appreciate an answer to this question. Do I really have to Sell my trusty Longsword for a new or used Longsword of greater quality because my Old one can’t support the runes and/or Properties?
Snakers wrote: Isn't there a feat or ability somewhere that is like spell penetration for kineticists? That increases CL without the damage? Do you mean Spell Penetration? Because that already works with Kineticists Blasts or Talents that care about SR.
GM Rednal wrote: If you think there's an uh-oh here, you're overthinking it. ^^ The feat has a calculation to get you a new effective caster level (for overcoming SR, etc), and a calculation to get you a new effective Kineticist level (for damage). Both of these matter, because Kinetic Blasts are supposed to have those values. I know and I seem to be failing to explain to you that their Effective Kineticists Level already tells you their Caster Level. Because we all know thats what that means. So Why mention it in the Feat? I can't make it any clearer at this point. Sorry I failed you.
GM Rednal wrote: Because Caster Level affects things like Spell Resistance, which totally affects Kinetic Blasts, and Caster Level can be different from someone's Kineticist Level. OK so, I seem to need to make this clearer. My bad. We all know that already about Caster Level. What I just went through Explaining, was that the need to mention Caster Level in the Description of the feat was Unnecessary in face of the fact that If they just Mentioned Kineticists Level the same way that I did in the Edit that we could already gleam what their Caster Level is based off the Effective Total Kineticists Level For the purposes of Overcoming SR and other factors Involving Caster Level. So the fact that they mention Caster Level in a feat that deals with Calculating Damage for a Kineticists Blast, leaves room for interpretation that Caster level has some bearing on Blast Damage.Actually... now that I think about it... Since the feat base, as is(No Editing), Increases the effective Kineticists Level that means it effectively Changes the Blasts effective Spell Level because as we all know by now a Blasts Effective Spell level is equal to the Half the Kineticists Level. And this feat changes that... Uh Oh...
Oskar Metalsound wrote:
Nope, Because why Even mention CL in the Interweave Composite Blast Description... Well all know that intrinsically that Kineticists CL is equal to their Level, As it has been stated MANY time through out this Thread an even in your Post. So If they had Worded it just like this: edited from the Occult Adventures Book wrote: The composite blast’s Kineticists level is equal to the average of the levels of both participants and deals damage as the appropriate composite blast created by a kineticist of that level (for example, if a 10th-level pyrokineticist and a 6thlevel hydrokineticist worked together to create a steam blast, its base damage would be 4d6+4 points of fire damage and 4d6+4 points of bludgeoning damage). See, with that simple replacement and removal, Of Kineticists Level instead of Caster Level, we have no room for confusion or misinterpretation on how the interaction between Caster Level and Kineticists Level effect Their Blasts Damage. BECAUSE ONLY mentioning Kineticists Level and the Ultimate Total of the Average we Already know what their CL is because We all already Know that Class Level = Caster Level. So why Involve it at all when calculating their Blasts Damage.
Chess Pwn wrote:
Actually, upon review of the thread following my reply to you I noticed a discrepancy with everyone, including myself, referencing a Kineticists Blasts and their CHARACTER LEVEL effecting their damage during the beginning of this Thread. This is a mistake. As your Character level is the sum of your Class Levels if you Multi-Class. I admitted to being wrong about the CL=HD thing. but then I found in the rules of Caster level that Caster level was Equal to CLASS Level. This makes more sense, in regards to how the interaction between Kineticists Level and Caster level effect their damage. So here I go, after looking over all the posts I've made and the posts that refuted them, one more time. SLA's are effectively spells, thus subject to some of the same rules as Spells, and since Caster level equals Class Level(In this case Kineticists Level) and Spells(and thus SLA's) can have their Caster Level lowered to effect the variables dependent on Damage, Range and others factors, this means with all these rules in mind,(BARRING the whole Effective Spell Level thing) that Kineticists could have lowered their Damage according to the rules. Also Mentioned before, because its not stated explicitly in the rules that lowering your CL for SLA's doesn't change their Variable Damage UNLESS there's Spell Level Involved that requires a MINIMUM CL to cast said spell. Which is the case with Kineticists, With Kineticists Blasts, because Their Blasts Effective Spell Level is equal to their Half their Level. And So because of THAT Specific Provisio about Effective Spell Level of Kinetic Blasts, Kineticists can NOT lower their Damage on their Blasts according to the rules. YAY we all agree that you cant lower their Damage! Just not on how(for the most part).
Chess Pwn wrote:
I will only make it clear as to why with you(and a couple others) that I have "evaded" your queries, this last time. I have Answered a question very similar to yours, and some others, already. Doesnt matter how differently you phrase it, I still saw it as the same as something I already addressed previously. Sorry I haven't bothered to site which specific posts I'm referring to. Seems to me as a waste of time when its all here, in this thread for you to read already.
GM Rednal wrote:
yeah thats eerily close to what graystone said. I agree. EDIT: but not with Chess Pwn(sorry thought it best to clarify that)
Chess Pwn wrote:
Sorry, this sentence is very confusing I know I'm not very good with punctuation either(Or grammar in general. in my case), but could you please try again so I and others can understand what you are trying to say here. EDIT: Sorry, Seems as though you are serious about the later half of your post. I thought you were egging me on, because I didn't want to repeat myself again. Still won't, Already explained why it is as it is. That's why I haven't properly responded to any of your posts, thus far. Because you have only ever voiced the same opinion as others who posted before you.
Chess Pwn wrote:
I understand now, but when you first explained it, and you made a "16 that never changes" Change into 22 so understandably it gets a lil hard to hold to the previous statement of "that never changes" when you change it. Didn't want to repeat myself but you made me. Seeing as others have taken issue with me doing just that in this thread.
Chess Pwn wrote:
the fact that directly following you changed it by giving them a Headband of +6 which made the 16 a 22. That's a change in numbers, I don't know why you thought it wasn't, but I did. Sorry, your example is Confusing.
Chess Pwn wrote:
This is potentially wrong, I think the answer is 35 damage, as any caster class based off INT would reasonably put their +1 to ability score at every 4th, 8th, and 12th level into INT. making their INT Score a 25 thus making their spells damage a 35. Its only potentially wrong because they could have put it into other stats for some weird reason. Not everyone is a Min-Maxer.
TOZ wrote:
I'm only human, its hard to take all my emotions out of the equation. Sorry If I offended anybody, I'll apologize again for the Dev Worship again, as that was wholly uncalled for. TriOmegaZero wrote:
I Agree. EDIT: are you and TriOmegZero the same person? because I shortened TriOmegaZeros name earlier to TOZ and I don't want there to be any confusion on who I was mentioning there, Which was TriOmegaZero.
TrinitysEnd wrote:
In this post, I have already Conceded that it doesn't work, because someone cited a rule. I was RELIEVED when someone finally did that. Instead of pointing at the same thing I did and just saying "that's not how it works" when I explained why it does within the rules. Just because you agree that they're right in saying I'm wrong doesn't mean I didn't make the effort to point out why I am right. It's weird people think I feel attacked, just Irritated that their post has no rules citation that proves me wrong. Which it didn't, everything I cited up to that point, was right, effective Spell Level is part of the rules I cited up to that Point. If not for that, you could lower Kineticists Blasts Damage by the rules. Sorry I didn't think of Kinetic Blasts effective spell level sooner, shame because this was fun. EDIT: got me there TOZ. Still right though ;p
QuidEst wrote:
Up to until the post about Kinetic Blasts having an Effective Spell Level, I was discussing how the existing rules worked. did you not read my last post, did you not read the suggested Errata I made? Not hard for someone who has read the entire thread to gleam what can be done from there. Here, Just take this and repurpose it for a FAQ. Sorry I made an example, thought it would make things simpler.
Meirril wrote:
I already addressed this in this thread. please before commenting or posting anything, do try and make an effort to read the entire thread so as you dont continue to make the same mistake in other threads. I regret bringing up that example, I knew there was a chance people would hang on it for some reason. The intention was for all kineticists to be able to lower their damage on all their blast for the purposes of not out right killing their intended target (the reasons don't matter) without having to be a Specific Element(Wood) or waste a Feat slot(Expanded Metakinesis(Merciful)) to only be able to deal non-leathal damage. Which has been addressed in this thread to be useless when you do 50+ non-lethal damage to a Commoner with 3hp and 10ish CON. But doing 1d6+2(for Physical)+half(for energy) CON+ Elemental Overflow(which can be suppressed). Leans more in favor of the Commoners Survival. Not at certain levels and Higher Con Bonuses, but still.
Vrischika111 wrote:
Whats this? a rules citation that doesn't parallel my own and just straight up say No this doesn't work because they are different things. When I have Pointed out that they are the same thing. Reading that and how lowering Caster level says that if the CL isn't high enough for them to cast the level Spell required, I'd have to say that's the best case anyone here has brought up why they cant lower their damage. In fact, makes it Impossible, because nothing in the rules state that Lowering a SLA's CL lowers the spell level.I concede that thats why you can't lower Kineticists Blast Damage. Shame. Can we get a FAQ that would allow Kineticists to lower their Damage now?
As Far as I see it, I have, sorry its so hard to explain something like this to other people. If you or anyone else has a problem grasping the concept of what i have explained thus far, Then I'm stumped. I've even gone through the trouble already of explaining further Class Level and Caster Level being more closely related than before. I told you to keep up man and yet you fell behind again. Sorry if I offended you, and that your offense distracted you from reading my previous post between then and now. I would have PM'd you to keep up and not post it in the forums, but I can't, you wont let me and that's your right to do so.
Rajnish Umbra, Shadow Caller wrote:
Dont put words in my Mouth if thats what you were doing, which it seems like it was. Also it says Under Caster Level in the Magic section of the CRB explaining Casting Spells. Caster Level is equal to Class Level and since SLA's Function like spells(also stated in the CRB under Getting Started). We have to draw from the same rules that effect spells when its not explicitly stated that they do not interact, as is the case with Metamagic Feats not working but Spell Focus and Elemental Focus does work with SLA's because its not explicitly stated that you can't. Am I wrong to assume that somewhere among all the forums that Elemental Focus works with the appropriate Kinetic Blasts Element. Searching...Nothing found specifically but i did find this
QuidEst wrote:
Don't go into thematic's when regarding something as delicate as Rules. Thematically a Person swinging a sword can chose to pull back some power, but seeing as there is no rule to say that you can, You can't. Why cant Kineticists pull from the same area of another plane of existence that they could when they were level one? I didn't want to bring up Thematic's because of arguments like this^ Please no one bring them up again and further derail this thread. EDIT: despite how much fun it is to bring them into an argument.
True, I can't make it any clearer at this point as to why I'm confused. when SLA's say they are both a Spell and not a Spell and when something says CL has some degree of bearing on damage. That you all look at the points I've made but not the lines I've draw between them. I understand that Caster Level and Class Level are different, but the only thing i asked you all to prescribe to is that since Kineticists are solely dependent on SLA's and nothing else. That the Rules that apply to SLA's apply to them as well. It's at this juncture that I should point out that me bringing up the CL = HD would cause some problems if they Multi-classed. So i was wrong to do so. But that's why when I found Interweave, it showed another layer to the CL Discussion regarding their Importance to their damage. Not to mention Caster level Equals Class level. So with all that, I have to concede, and ask only for clarification on whether or not a Kineticists Can lower their Damage. I presented a Solution, Why It should work already, and a way to avoid changing the rules in Kinetic Blasts damage being CL based. Which their damage Shouldn't be based on CL, It would cause too many problems and leave open room for abuse. You have to understand that I was a bit put off by people who only chimed in with scarce disapproval, Contributing nothing more to the Conversation. I only Ignored some people, but not TOZ and Graystone, I tried to respond to each of your rebuttals you had about my interpretation of the rules. Oskar Clearly didnt read everything as was apparent with a few others. Hence my need to repeat my self. Pointing out what you may have missed like I believed Mark missed because he seemed unsure of all the rules. Highlighting my need to go over them just in case there was something that would suggest that you could. I haven't Given up, I still think that rules are written say that you can, everything is there. So don't give up on me yet, things are Fun when we are talking about something that does less damage and literally had few other implications that could be potentially game breaking, as is the case with so many other Rules questions.
TriOmegaZero wrote: No, you're trying to prove that you're right. If you were actually trying to prevent deaths you would never have brought the subject up and just reduced the damage/told players they could reduce the damage. Sorry for trying to throw in some humor. Also Yeah, I am, thats the whole point of all this. I also realize now If I'm going to be suggesting a clarification and potential change in how Kinetic Blasts work I should present a small 'Provisio'. Suggested Errata Regarding Kinetic Blasts wrote: A higher level Kineticist can lower their damage of their blasts to an effective lower level Kineticist. This lowers their effective Caster Level for the purposes of Overcoming Spell Resistance and other relevant checks, Equal to the level of the Highest level of the Kinetic Blasts damage that the Kineticicst Lowered their Damage to. There, we maintain this separation of CL and Kinetic Blasts that you all want, and we keep the relevance of its CL on other things such as SR. Or Alternatively we get someone in here to say No again and all this means nothing, Where Kineticists are allowed to make more Orphans because they cant throttle their power for some reason. @Dragonborn3 Where? in this entire thread did they do that? Because if its the mark Post that I brought up, sorry If i have a hard time holding that to law when he says "I don't think" following him saying no to CL and SLA's. When I have presented the rules as written saying the Opposite.
Grailknight wrote:
Why? Seriously why the sudden separation of the two. I've done nothing but present why they are not separate, present to me a rule that says they don't or don't bother contributing anything at all instead of just saying "No"
@TriOmegaZero There we go again bringing up CL and SR like it Proves that CL effecting damage is a separate thing. When the same applies to Regular Spells. Lower CL to deal less damage and have lower chance to beat SR. It's not even a Double edged sword. Its more like using the Sword backwards or using a wooden one.
"The composite blast’s caster level is equal to the average of the caster levels of both participants and deals damage as the appropriate composite blast created by a kineticist of that level" Why would the Bold say that in the same sentence of Kineticists level and the effect it has on damage. it says "Equal" to a Kineticists of that Level. It mentions CL First then Kineticists level as if its a directly correlating effect on the power of the Composite Blast. Even before it mentions the average of the two and Kineticists Level.
graystone wrote:
Thats if you run under the assumption that the two are mutually exclusive. Which there is more evidence in the rules to suggest that they are not. As is the case with the Feat Interweave Composite Blast Where in fact CL has a Direct effect on how much Damage the resulting Blast does.
And yet they're both Shapes. KB are SLA's--->SLA's Function Like Spells---> Spells CL can be Lowered--->SLA without CL = HD--->KB has a CL--->CL can be Lowered because its effectively a Spell. @Val'bryn2 sorry I'd delete it but i cant anymore. I apologize, I just feel attacked because everyone else isnt seeing the lines I've draw out for them and it looked to me like it was because of what Mark said. Also Can rogues only use some of their sneak attack? Probably not, but they can certainly chose not to do Sneak attack when they can. These are two different cases, solely based off the fact that Sneak attack isnt a SLA. And regarding Metamagic feats. True. But Spell Focus effects SLA's.
How is it when something Functions like something else but isn't subject to the same rules that effect the original? Why is it when you can Lower your Caster level for a spell doesn't apply to SLA's when they functions like Spells and spells function based on CL and CL can be lowered to effect their variable damage and range like a spell because they seem to me to function just like a Spell which they do because its stated that they do. Oskar Metalsound wrote: None of that really matters though because Kineticist damage is not based on Caster Level, it's based on Kineticist Level. So a 9th level Kineticist can lower their caster level as much as they want, the ability still does damage as a 9th level Kineticist, because that is their level. and graystone questioned why i had to repeat myself. When I have gone to such great lengths to explain why I think this way.
Oskar Metalsound wrote:
except I did when I explained that SLA's work as spells and thus can have their Caster Level lowered to deal less damage.
graystone wrote:
Sorry I offended the word of your apparent God. I’m just trying to get things clarified. I only have to repeat myself because you all are holding to the word of Mark in a random post in a random forum that will be lost in time, only accessible through a very specific Google search. So as far as this topic is concerned, it seems as though the Rules say that in this instance, that you can lower Kineticists Blasts Damage. Sorry I brought it up, didn’t realize I was stirring up a hornets nest of Seifter Zealots defending his word. Despite the fact that when you follow the rules you find that he is seemingly wrong.
graystone wrote:
Spells like Searing Light are 1d8 per two Caster Levels. So lowering your max caster level of 8 to 2 should make you only roll 1d8. So when you read the rules regarding Castsr Level, then the rules Regarding SLA’s working as spells. Here,Following this line of logic the rules say that you can lower your caster level which effects various variables regarding the spell effected by it such as Damage and range. When looking at Kineticists Blasts with this rule in mind and you see a lack of CL mentioned you go back to the rules on SLA’s saying that it’s CL is equal to HD. A Kineticists Charcter Level equals Caster Level in other instances that call for Caster Level. Such as when referencing over coming SR. So why is it that suddenly with all the rules leading up to this point that there is this disconnect between CL and a Kineticists Blasts Damage and their ability to lower their caster level. When there is a spells example of this such as with Searing light where every two levels there is a damage increase and thusly lowering it every two levels you get lower damage that when a SLA works like a Spell in such a way that lowering your Effective CL by two or more, lowers your damage with that SLA. As is the case needed to lower your damage with kinetic Blasts seeing as they are similar in respects to most spells that are based on every two levels their damage increases and SLA’s work like spells. That’s my connection between the two, the rules as written.
graystone wrote:
Kineticists Blasts are SLAs, we all know this it’s in the rules, as per the rules referenced here Link We can gleam two things, 1st SLA’s somehow both work as spells and are not spells. Confusing yes. 2nd SLA’s when they don’t list a CL they are assumed to have a CL equal to their casters HD.Now with those two things in mind this rule Scroll down to Caster Level So now with all that presented to you all, you can understand my confusion regarding Kineticist being able to Not lower their damage. As the rules say that you can. EDIT: fixed the links(hopefully)
graystone wrote:
It’s Such a small thing to say yes to. It probably only come up once in a very specific situation. No one would even bother to write it down, and would likely never come up again. I find it hard to believe any GM would say no to a player doing less damage. Unless their an unbearable *. People tend to not play under those Types of GMs. The fact that it’s “pretty corner issue” means it’s very light on upkeep for GMs to keep track of. If even then, this is something the player alone keeps track of most of the time given its lack of weight on how their class functions. Regarding the CL. Mark could of missed that. It seems pretty important to the rules regarding Kineticists and how their Blasts work. I know Marks importance given the rules and this should be taken as the rules effectively, normally I would have read his word and been “okay”. but seeing as I have found other rules saying otherwise. I find no reason for this not to be discussed further.
TriOmegaZero wrote: I'm not at your table. I can't help you there. And until just now, no, I did not know this was for PFS. Most of the rules questions in this forum can be House ruled. Society is the only one that cares or matters for in most cases. I’ve presented all the things that would suggest that the rules as written say that you can. Mark can be wrong. No one knows all the rules, I learned a lot in the defense of this question being in favor of doing so. Pathfinder is a system that does in fact tell you what you can do. You just have to find them all, and remember them all or know where to.
You got me there, but even mark said he’d allow it. Listen we all know this isn’t for some homebrew campaign. This is for Society, as no GM would reasonably say no to this. It’s doing less damage with a class that already does less damage than a fighter of equal level and well plannned out build would be capable of. So who would complain about that. I just wanted it spelled out so people have more options than taking a feat or being a specific element to do non-lethal damage. Seems as though I can lower the damage for Foe Throw as is stands but for the purpose of not exploding farmer joe because I don’t want to kill him but I need to incapacitate him. I’m left with few options. Let someone else do it which could be bad as that let’s more time pass or I go up and punch him. A good option but not always available as one given various factors like distance, terrain, etc,. So help Society out, make it a lil less shitty for Kineticists and others as well, and let them lower their Damage. not just for saving a friend but so we don’t make more Orphans to become PCs later on.
TriOmegaZero wrote:
I think I just did, as I just presented a list of rules that apply to spellcasters and Kineticist are Psychic Spellcasters, but still spellcasters as referenced in the CRB that Mark mentions. And also in the link provided in my previous post, the logical conclusion I could come to would say that since Kineticists and their SLA blasts meet all the prerequisites for being able to be lowered in damage by effectively lowering their caster level that they can in fact do so. **drops mic**
Dragonborn3 wrote: Pathfinder is a permissive rule set that tells you what you can do, not what you can't.And yet there is an entire Forum dedicated to that. Wish I posted in that forum in order to avoid you having to point that out... oh wait. Question still stands. Or it would if it was not for this post that I just found. Which very annoyingly gives the same answer you did. Technically there’s no “provisio” that you can’t. Rules lean more in favor of being able to lower damage Quote: Considering this is a SLA and in all other ways, a spell-like ability functions just like a spell. as per this and thusly the argument that a Kineticists should be able to lower their damage still stands as spellcasters can lower their caster level when casting spells.
Val'bryn2 wrote: Nothing indicates that it can. Oh my god, nothing indicates that you can’t. Your argument works both ways bud. Please contribute something more helpful to the subject matter. @PossibleCabbage
I only ask this because spellcasters can lower their caster level when casting spells and I was hoping Kineticists could do the same. Please don’t ask why, it doesn’t help forward this question. If you must, I want to be able to do less damage to allies when I use Foe Throw on them to take them out of danger and not kill them because I’m rolling 6d6+16 on an ally that just took 70+ damage.
Help me understand how this is supposed to work. Primal Magic Event pg12 of the Inner sea Magic says
Does this mean that If one where to make a Concentration check and fail that:
WARNING!!! Do NOT bring a Kineticist to this Module. Unless you have an amazing concentration check. NO bonuses to Casting defensively does not help. Buy a Tunic of Careful Casting. And the oppropriate Headband/Belt of [insert main dmg ability score here] if you Must but you have been warned. Death of yourself and members of your party will be the only result of you playing this with a Kineticist.
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I am trying to run a game for 2 kids 7 & 9. I have introduced them both to a game separately. They both are the easiest class for kids: fighters. So the parents said they had the idea of making them brothers and playing some support classes: bard, cleric, etc... I plan on trying to run it this weekend. Since there will be 5 characters I thought of a one shot pathfinder society game or one of the smaller games. However I would like to have it kind of combat heavy since they both got semi-bored with the RP. I have to work all week so I won't have tons of time to adjust it, but I can just add monsters or HP etc to make it semi risky and fun for even the parents. Does anyone have any suggestions? Thanks in advance for any tips!
When I hit an attribute bump at 4. If I have a 17 INT and bump that to 18 I qualify for an extra language. Do I have to pick one of the ones I got as options during character creation or since I gained this new intelligence while adventuring I can pick any bonus language as if I had taken the linguistics skill? I have read a few posts on languages gained and all agree that you get a new language retroactively when you gain INT, but no one clarified if it has to be one of the few choices you got at character creation or if you could pick from any of the others in the game. I'm a gnome have a Hafling party members... seems like I could benefit from Hafling, but my options left to choose from are Dwarven, Giant, and Goblin. Is this an ask your GM type of question or are there actual rules on which languages are "legal"?
Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon. "Armed" Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks). Note that being armed counts for both offense and defense (the character can make attacks of opportunity). FAQ/Errata What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands? Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands). As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair). So basically this is all the info I can find. Assuming the GM allows it (which he should) and since a ranged weapon provides attacks of opportunity with a 10ft. reach and Improved unarmed strike provides attacks of opportunity with a 5ft. reach you could potentially threaten larger areas and maximize a characters ability with possibly higher Dex. and combat reflexes? correct? I just see a monk with a polearm (traditional old kung fu) swinging at guys who come at him and then when its his turn he plants it in the ground and uses it to balance while he unleashes his flurry of kicks at his enemies. There are very few ranged monk weapons (kyoketsu shoge & double chained kama) so it might be a feat or two to be able to flurry at range(both are exotic), but a feat to get a polearm and then just flurry at close range. Both ranged monk weapons are on a chain so the image I had wouldn't work... however a polearm would be just as if not more fun and full of flare. Thoughts? I know it's not optimal, but fun? I see potential!
Gnome-Magus Blackblade Kensai Dervish Dance So last night I used an Arcane Point to make my scimitar Keen for 1 minute (18-20 crit now 15-20)... Then in consecutive attacks with shocking grasp(inspired by greatness allows 1 extra caster lvl on 1 spell (shocking grasp) magical lineage allows for 1 lvl of a meta feat to not count vs. spell lvl and used intensified for 8D6-16d6 on crit) Using spell strike I rolled a 17 and confirmed a crit for 77 points of damage. Then the next attack rolled a 15 and confirmed for a second critical that hit for 60. If the monster we were fighting hadn't been incorporeal I likely would have killed it, but instead it took that and 2 vital strikes from the fighter, a smack by the barbarian and a sneak attack from the rogue. (yes we are damage heavy) Now I know that was best case scenario, but the last two weeks I have felt like I was outshining the party. Last week was a 15 minute work day type of battle. We were about to rest and a monster popped up and I used Scorching Ray twice with Pyromaniac to get 8D6 with that as well. I have even been not attacking ever round and doing some RP in combat to give others the opportunity to kill the monsters. I passed up an opportunity to fireball a group of enemies shooting at us with arrows and instead ran past them into the tower they were on. The cleric however did fireball and took out 3 of the 6. I have been doing a lot of damage, but not always getting the killing blows. I have never been a blaster type of character and I am just curious if this is the normal way things will go for me or am I just blasting a little to much lately and it wont continue to be this way... I know the party benefits from kill fast strategy, but I don't want to do it all and everyone not be enjoying things. I try to support them giving hi fives and with them getting killing blows maybe I am just over thinking the situation. I just felt that in the battles we had I was blowing it up so when it came to the last fight I stayed back and RP'd the entire battle while the party ran in and chipped away the BBEG. This serves two purposes 1 I saved spells for later fights since day wasn't over and two it allowed others to kill it without me so maybe they don't notice me as much. I attacked twice last night and both were big critical hits. So does it sound like I am overpowered or just having a good run on the dice and it doesn't seem like a problem? I will talk with the GM as well just to see how he feels about it. I know he was probably frustrated with how the fights went last night. The Mind Control (not sure what spell maybe suggestion?) on the barbarian worked like we all thought it would, but on her 3 attacks she rolled 2,2,5 before the cleric countered the MC with Hold Person. Just seemed like we all hit everything perfect and the fights weren't nearly as tough as they could have been. I know if I was a GM that would be kinda frustrating. Then again who knows what lies ahead. Thanks in advance for any feedback.
I'm building a rogue to join a campaign at lvl 7. I have a good deal of skills as any rogue does. I even have been taking my fav. class bonus as HP due to the fact that I'm just not sure how much skills I need. I haven't finalized it and may change my mind, but ATM I just think a few extra HP would be better. Anyways to the point of the post. 22 acrobatics
Since I will be more RP focused and utility and less about max damage and combat potential (tons of sneaking around and doing info gathering without getting caught)... are these skill enough or should I take some skill focus to get an extra 3/6 at 10 or one of the ones that will bump 2 skills by 2/4 at 10... potentially both? I know traps could be a major thing, but is 20 disable enough plus a roll or should I take skill focus: disable device and deft hands to go up to 25 now and 33 at lvl 10? Should I add to stealth and perception? I know failing a check can hurt, but is bumping skills that important or should I take some other feats to help the character? I have Iron Will (+2 Will) already and Sanctified Rogue archetype (+1 Will & Fort) as well as indomitable faith trait (+1 Will). +10 Will at lvl 7 +12 ref +7 Fort.
3 Feats to take... suggestions?
Belt of Incredible Dexterity
Craft Wonderous item & Cat's Grace The DC to create a magic item is 5+ CL of the item. Note that all items have prerequisites in their discriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator. The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. So the minimum LvL to create a Belt of Dex is lvl 3 when you can take the Craft Wonderous feat, but the DC Craft check would be CL8 +5 for creation +5 if you don't have Cat's Grace for a total of 18 if you had the 2,000 GP. They don't state any lvl requirements on creating with higher bonuses. So would a +4 Belt of Incredible Dexterity be possible if you could afford it? I'm lvl 7 and was curious about creating a +4 belt, but know some items like Amulet of Natural Armor has a prerequisite of the caster level be 3X's the enhancement bonus. I didn't see any such restriction on the Belt and was curious. It also says that there is a 3X's Caster level to the enhancement on Armor. Anyone have a clarification on this?
Did anyone have issues with seperating the party in the first session? I haven't run the game, but I am reading thru it and it seems they want to sort of alienate people at specific parts to develope story points. In the first session it seems like seperating the party could frustrate some of the players. I know our first sessions are usually slower moving with the RP and development and if I suddenly pull one player off for a solo encounter while it might be funny, enjoyable and make for a great plot development I could see others being a little put off by this. I am just wondering if anyone else had issues with this. I might be overthinking this as it will prolly be at most a 10 minute encounter and others will hardly notice. Then again seperating the party might make the others realize something is going on and they would pay attention and note that this could be something developing the story and get them more involved in the RP aspects of this town. This might work better than I am thinking. Any feedback on this?
I know that there are alot of people that use herolab or some similar products in conjunction with running pathfinder games. I am just wondering if anyone knows about how often it takes for Hero Lab to get the info from a new AP installed into their system and/or if the Rise of the Runelords (Anniversary Edition) is already in their system and if so what package is it under? I am going to be running this game for some friends and wanted to get the right packages so they have all the traits and what not available to them.
Our long tyme group recently due to work and tyme issues has sorta seperated from one large group into a smaller group. Our usual DM never gets to play so I told him I would give it a try since I know the rules farely well, get into character and ideas, and could try to push the story... So I ran a one shot society game for him and his wife that took about 4-5 hours and all seemed to go fairly well. Even got some compliments from them for some things I did that he doesn't do. We all had fun which is the major part and I actually look forward to DM'n again. I had to convert the adventure from 3.5 which isn't to hard, but there were one or two parts that I could have done better and it was a small adventure not an entire AP. Anyways... Our old members are starting to get tyme and have the itch to play again so we are going to try and start running with them. However, the current group and that group would rather stay seperate since this game will likely meet less frequently. Our current group is running Carrion Crown and my DM was looking forward to running Skull and Shackles for the next game, but he doesn't think he will be able to run two games at the same tyme. So I told him I would run the game, but he wants to run that AP. I don't know which AP would be best to run being a newer DM. I don't know about running a sandbox game, but dont want to railroad the players. Our group is really easy going and think that we could RP enough without getting to off base. I wouldn't mind converting a game if I had to, but if there are any good APs to run that I wouldn't have to convert I would be ok with that too. We have a very casual experienced group that has been playing for the better part of the last 15 years, we usually work as a cohesive unit but I have no problem with SMALL party conflicts, we usually run good campaigns, I want an AP that will keep their interest and they will WANT to finish and enjoy. We have had to many games fall apart around lvl 10 right as we are getting to the meat of the adventure. Are there any suggestions? I was looking at maybe Rise of the Runelords, Shadow in the Sky, and/or possibly taking some smaller adventures and stringing them together so we can start higher than lvl 1... that is getting a lil old to some of the players. Anything out there that I should be checking out feel free to point me towards. I dont really know much about DM'n and havent read a ton of APs.
I was looking at making a semi savage type barbarian using Lesser Beast totem to get claw attacks and taking toothy racial to get a bite attack and making him more primal than any kind of social character. Stacking the physical stats and dumping mental/social ones. I know it is not optimal and casters will probably Mind Control me all over the battle map, but this is just something I want to try at lower levels for some pretty solid damage. Also looked at taking the Invulnerable Rager Archetype for extra DR. Can you stack Improved Natural Attack with itself? I don't think you can, but just double checking. If not I can still take it twice to improve the Claws from the Lesser Beast Totem Rage power and the Bite attack. Claws would go from 1d6 to 1d8 and bite from 1d4 to 1d6 adding Str. to both damage while raging and its a potential for about 2d8+12 from Claws and 1d6+6 from bite in 1 round. 18 STR
Feat Selection something like:
Rage Powers:
Any suggestions or other classes that might fit this concept better? I just threw this together kinda quickly and know that it isn't the best, but wanted to get ideas on the concept before I get in to far and someone suggests something that is much better and I wasted a ton of tyme on something that I will never use. Feel free to suggest gear as well. I was thinking mostly hide or possibly ditch armor for bracers of armor and going true beast man.
Was the Never ending quiver an item that was lost in the transition and if so is there anything similar named different or will I just have to custom make it? Our Druid gets frustrated when the DM says did you subtract your arrows and from my memory a never ending quiver isn't that expensive. I just took craft wonderous and figure I can make her one for a thousand gold or so. Also there was a 4th ed. item called pouch of platinum. It converted coins and gems into the equal value in platinum. Is there anything like it or similar in Pathfinder? While coin weight is ignored in our campaign it would be nice to just be able to convert it with a simple magic item. Maybe make it like a handy haversack coin pouch where you think I need 7 silver to pay for my room and meal and pull it out without having to pull out 1 platinum and have every broke starving villager stare at you. I haven't looked into making one, but most of the things I have read said there really isn't a spell to convert coins... so any suggestions?
I was looking at making a character that wouldn't necesarily be the most in battle damage dealer, but be more of the party lead and intimidating presence... This MIGHT be used for the Skull and Shackles AP I havent read the Players guide so I have no clue if this is even viable. (Please no spoilers) I was leaning towards a Half-Orc Bard for the high charisma and racial traits... also I planned to have a high enough INT to take combat expertise and use more CMB attacks... Concept would be to take inspiring courage and mix that in with some intimidating to debuff... then stand a lil back with a Scorpion Whip and trip or disarm people while talking slow and methodically about the systematic dismantling of the creature or creatures we are fighting. EX. "The Gods frown upon you today and sent you to your death when he walked you out in front of me. The group with me was seen in a vision taking the items off your dismembered bodies. It is a shame you didnt travel in a different direction for then maybe you would have lived." Rolled stats:
Skills: Intimidate, Diplomacy, Bluff, Sense Motive, Preception, Linguistics (Shoanti), Perform: Oratory I was planning on taking the Adopted trait and going with Bred for War trait which is exclusive for Shoanti humans. It gets a +1 Intimidate and +1 CMB due to being big. Prereq. 6ft. tall. (my half-orc is 6'5") Then as a racial trait take Chain Fighter to get proficient with the Flail for more damage options and keeping in mind my CMB trips and disarms. For flavor I took Prestidigitation and Ghost sound as 0 LVL spells... so I can talk and have lightining and thunder going off behind me as I speak. It just seems like a fun way to play it. I thought about Vocal Alteration as LVL 1 Spell, but want a few damage spells so I took Ear Piercing Scream and Chord of Shards to go with my mostly talking character. I think some of the others would be great, but the limited amount of things you can do with the low HD effected people. I just felt these would be more long term beneficial. However I am up for options on other spells. I haven't gotten a chance to read over all the classes with this in mind nor any of the archetypes for the bard. This was my first thought and I thre it together. So if anyone can think of a class that might fit this role better please feel free to suggest. Thanks in advance for any tips and advice!
I always assumed that a flail was both, but after going to the CRB for the exact stats I noticed it was only Bludgeoning. This kind of strikes me as odd. Since a morningstar is both how is a flail not also? Is it just depending on the size of the spikes? Morningstar Pics: A Morningstar is a spiked metal ball, affixed to end of a long handle. Flail Pic: A flail consists of a spiked metal ball connected to a handle by a sturdy chain. I see this as a simple house rule fix. Was there a reason for the omission? Since the flail is also a trip and disarm was making it B and P to much of a benefit? Is a morningstar only considered Piercing if you stab with the spike at the top of the weapon? No then it would be B or P not B and P... It just caught me as being a lil off and wanted to check with people who might know. Any info or thoughts would be appreciated. Thanks in advance.
We have been playing our current game for about 2-3 months now and while it has been a slow process and with my build slowly getting better as we lvl the gear upgrades haven't been needed. As with the Kensai I get a boost to AC with my Int bonus(+3) so each level from 2 and 3 added one to AC and when I hit lvl 4 I added a point to my Dex to bump it again. So after 4 levels my AC has gone up 3 points with no gear. Also with my Black blade my weapon has gone from a scimitar to a +1 scimitar black blade and with the Dervish Dance build I went from a +0 melee attack at lvl 1 to a +9 at lvl 4. So I really have no issue with how my character is progressing, but my lack of need of loot has me usually just writting down what we get and thinking ok we can sell this and this and this... then when something drops the party can use I am ok with letting the party have it cause what works for the party works for everyone. My issue is since I am technically getting no loot atm. will this be a problem later on. I plan on taking crafting wonderous items so I can make a few pieces to boost my stats which will help my AC and other skills. Should I start taking loots no one wants to sell solo or should I just continue to keep a group loot mind set to please the party? I only have 9 STR as a Gnome so unless I make a bag of holding at lvl 5 I usually will need someone to carry things for me. Has anyone else had problems as a Blade Bound Kensai and not getting their share of loot? We are all friends and game together regularly. I am the more experienced played and usually the least worried about loot. I know the nature of the others and have built my character to try to limit looting issues(there have been small disagreements in the past). However, I don't want them to just assume since I dont NEED anything that I don't WANT anything. I might not be able to use it, but it doesn't mean I want to split the gold 4 ways (at least not on everything) when they are getting magic items and then an equal share in the gold. Ideas? I may be able to work out a deal with GM to let me sell off the gear they upgrade from since usually they grab new gear and forget old gear. Just a thought...
I have seen a ton of builds with people tweaking out AC to make them unhitable, but then the character is on the weaker side of things. I have also seen characters that are very much unstopable, but are extremely hard to lvl up due to so many feat dependancies that are useless until late in game. So I was brainstorming one that I could play from LvL 1 and never be lacking and also seem only to get better and better. This isn't gear dependant, but the right gear would make it that much more powerful. Half-Orc or Dwarf (I usually go Half Orc just personal preference and you can bump the STR.) Starting Stats 20 Pt. Buy:
Also could go (18,12,15,8,8,8); (18,14,14,9,8,7); (18,16,14,7,7,7) or some other variations. Just depends on how you want to make the guy. Just need 13 Con and max STR. Feats: Ironhide +1 Natural AC (Half-Orc/Dwarf Only)
Depending on funds at lvl 1 get biggest AC boost and Heavy steel shield. Probably Scale Mail +5 (50G) or Chain Mail +6(150G) Steel shield +2 (20G), Battle Axe (10G) So LVL 1 AC should be 18 or 19 and +7 attack with Battleaxe at 1d8+5. Lets move along to LVL 10.
Feats:
Weapon Training:
Gear upgrades +2 mithral full plate, +2 heavy shield and +2 Keen battleaxe (could be more or less, but lvl 10 with +2 gear isn't that big a stretch) Also I didn't give him any other magical items. LVL 10 AC 32 and +22,+17 1d8+12 (19-20x3) Now LVL 20
Gear upgrades +5 Mithral full plate(keeps you in medium armor and thus 30 ft movement) or +5 Adamantite Full Plate (drops you to 20 Movement, but gives you +3 DR with fighter class that would be +8) +5 Heavy Sheild, and +5 Keen Battleaxe. LVL 20 AC 43 and +38,+33,+28,+23 1d8+20 (19-20X4) Toss in a Belt of Physical Perfection +6, Amulet of Natural Armor +5, and Ring of Protection +5. You are now at AC 56 and +41,+36,+31,+26 1d8+23 (19-20X4) If your DM wouldnt have a problem with some Manuals of STR, Dex, Con. you could add 2-3 more AC, 2 more to hit and damage, and about 40 HPs I know that is asking for a lot, but hey this is sumthing I am just tossing together why not make it maxed out. The class would be nothing but a melee guy, but thats what most fighters are anyways. This one selects a special weapon and tries to max out his effectiveness. A lvl 20 with 56-61 AC and DR 8 isn't to bad a meat shield. The gear selections at the end would be best case and make it optimal. However, even without the MAXED gear listed the build still seems to be pretty effective IMHO. I haven't been able to try it out, but if anyone would be able to give me some feedback on what they think of the build and how it would play please let me know. Also I toyed with the idea of taking Intimidating Prowess and Cornugon Smash since Intimidate is the only class skill I found usefull for this guy. I just thought that some of the other options filled out the character better. Thanks in advance for all feedback.
I completely overlooked a major possible problem with my Magus... Traits:
Which is a normal solid idea for a Magus... However, this seems to be a heavy undead campaign and MOST undead are immune to electricity. How bad did I hamper myself with these two traits? We aren't to far along so please no spoilers... A simple you will be ok or ask the DM to let you adjust would be greatly apprecitated.
Diminished Spellcasting- Kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he cast spells of that lvl only if his Int allows bonus spells of that lvl. Do the 0 lvl spells count in this restriction? They are considered cantrips and can be cast multiple times. However, does the Diminished Casting make you prepare 1 less per day? The chart in the CRB p.17 doesn't have a high intelligence adding extra lvl 0 spells. A magus normally gets 3 lvl 0 and 1 lvl 1 spells per day, a Kensai would drop that to 2 lvl 0 and 0 lvl 1 and since the INT doesn't add to lvl 0 but does to the lvl 1... would you end up with 2 lvl 0 and 1 lvl 1? At low levels having an extra 0 lvl spell is very useful... later on it might not be as good, but here and now I think I could make use of it. However, the ability only states that you can cast less spells it doesn't say it takes away from spells prepared a day. So technically could you prepare 3 lvl 0 spells and 2 lvl 1 spells but only cast 1 lvl 1 and cast away the lvl 0s? I think I know how I interprut the rule, but wanted others opinion before I bring it up with my GM and he looks at me like I am trying to take advantage of the system. Thanks in advance!
We all have had things/character/incidents that stick out in our mind that years later we remember. Either a character that one weird kid in HS came over and played and he was just to weird to invite back, but he had a great concept, the guy you met at the comic store who wanted to play a Drow with 2 Scimitars but couldn't prononuce Drizzt, Even your buddy who gamed with you and some other friends who would always ask if he could have his character from the other campaign join your group and you say sure only to have him pull out a lvl 3 character with a +2 flaming dagger and a cloak of aracnidia... Then there are the stories where the GM thought throwing out an Ettin at you would last longer than it did cause your Half-Orc Barbarian with his Double Orc Axe double crits while raging and drunk on Bull's Strength and the DM never gets to attack. The dwarf that couldnt get into the room for the fight cause there were to many people around the doorway so he tries to run through the wall only to knock himself out. The door way that magically shuts evertyme you walk close to it so you tell the orc to throw the halfling (well Gnome, but you get the idea) cuz you think there is a pressure plate trap only to have the orc with 17 STR and the Gnome weiging about 35 lbs get repeatedly thrown to the floor as the orc rolls back to back single digits and nearly kills you. Even listening to Podcasts and having those memorable character like Jim Darkmagic... We have all had memories... I'm curious as to what were some of yours?
I was introduced to DnD when I was in HS. the majority of the last 15 years I have had the same DM for all but a few sessions that never panned out to long games. Our DM has just sucked it up and went back to DM'n and never made a real fuss, but I know he wants to play. We don't have a large group of gaming friends and the desire to create a game that he can play in is pretty much left up to me. I have toyed with the idea, but work and other life things come up and then time and so forth excuses and I just never get around to it. So I am planning to try and write out a full AP slowly while he is DM'n a game and possibly be able to attempt to DM the next one. Our group games slow and actually have never gotten past lvl 10. We get to around 10 take a break try to get a new DM and the group falls apart and we never finish. So my hope is to have a story completed and ready and not need to take a break to get more story for the group. This is where the problem begins. I have tons of ideas of story and plot twists mini games in adventure good guys bad guys etc... However, when it comes time to put it together and start writing I have no clue where to start besides writing it out in story form. So what are you guys approach to creating an AP? Do you go story mode and just leave the battles and skill challenges blank allowing the RP and fights to be filled in during gameplay? Or just outline the hot points and toss in some random encounters and what not? Ive read some of the 5w h techniques and will try to implement them more, but I like to change it around and change a character from the good guy to the bad guy when I just feel like it would be a nice twist. Have the party think they are doing good and find out they were actually doing bad and now having to race to fix the screw up. Maybe I read one to many George RR Martin books. I know it is all basic questing stories and the like, but I just need to figure out the best way to convert my ideas to a solid game format. As always thanks in advance for the tips!
I believe I read that you can customize items with specific ablities. Does this work along with the Ability enhancements? Could I have a Headband of Vast Intelligence and protection? I know you would have to pay the 50% extra cost, but can you cross a ring with a headband or does the cross over have to be item specific? Example in book was a Ring of Protection and Ring of Invisibility. However, unless I am not reading it correctly it doesn't seem cover cross creating. Extreme Example: Wizard takes craft wonderous items and then wins the lottery and has the gold to put Int enhancments on all of his items giving him higher resists and a vast amount of spells is this a legit build/posibility. What is the max enhancements on wonderous items? I assume 10, but none of the abilities have clear lvl/+1-5 discriptions like the weapons and armor. Can you magically enhance an Intelligent weapon? IE: Black Blade Just wondering if I could put Keen on it so I could save the Arcane Pool for Recall and the like. Thanks in advance.
I have been thinking about this feat for ages and usually talk myself out of getting it. The main reason is we never use it so I had no idea of how exactly it worked. I believe it used to take XP to craft things, but now it seems a little more reasonable and I am more into the idea. However, with the time to play so into a group aspect I didn't want to burden the DM with "hey, let me play with the crafting while everyone else watches". So, I talked to the DM about it and he explained to me that it is really pretty easy to make stuff and that if I want to he has no problem with it. I expressed that I know we had never really used it so didn't know if it was an issue. He said that he never had someone show interest in the crafting skills so it never came up, but if I want to try it out he would be more than willing to work it out so we can have it happen and not mess with the flow or isolate anyone in the game. That all being said I am really leaning towards taking it when I get a chance to. I just wanted to get a little feedback before I invest a feat or two into the concept. What are the experiences everyone has had with crafting and how beneficial would it be to take a feat or two to pursue it? I know the cost of things would drop greatly and not having to find a person in the village that is selling +6 Headbands of Int and so on wouldn't be a problem, but the draw backs on the failed attempts and so on. So are there any tips or tricks to making it more useful or less usefull? Since my character is a Kensai Bladebound Magus I have no need for weapon upgrades or armor... this leaves my share of the loot to probably be heavily geared towards wonderous items and gold that I could potentially make into wonderous items. This is one of the main reasons I think the feat would be so beneficial to me to play with. Also as a gnome who likes to keep busy, be obsessive, tinker, and so on it just fits the character. All feedback as always is greatly appreciated! Thanks in advance...
I made this character for a strictly RP fun aspect of a story I had in my head and went with it so it isn't really optimized. I am actually pretty weak at lower lvls Str 9 (-1) using a scimitar with weapon finess I cant get benefit from until level 3. My build is geared towards Kensai BladeBound and Dancing Dervish so I wont really be powerful in Melee until lvl 3+. Hopefully as I get higher I will be more of what I am invisioning. However, after our first gaming session I realized that I kind of enjoyed using my spells as a crowd control and my melee damage was really weak. (I know I get spellstrike at 2) Small CC Spoiler: What I am wondering is are there enough Crowd Control spells that I can use as a Magus to be effective at that type of playstyle or am I going to be going more towards a melee build since I chose the Feats and Archetypes I have already chosen? I had never played a caster before and wasn't sure how I would like it. After the first session I thought the CC aspect was very enjoyable and now have a more caster vision that I don't know if a Magus can accomplish like say a Wizard might better fit. Anyone with higher level Magus experience can let me know the effectiveness of their Crowd Control spells at higher levels? Granted I was unarmed cause I refused to believe my character would show up to a funeral with his scimitar on his side. I didn't have the time to pull out my sword and instead just started casting Daze and kicking people in the shins. Also I didn't want to kill people as they were villagers and not actualy BBEGs and our Lawful Good Cleric prolly would have been upset if I did kill anyone.
We are about to start the Carrion Crown AP and I'm pretty open a bout what to play. We currently have a druid going with a familiar and ranged. Then we have an inquisitor who is leaning towards melee... I was thinking Magus, but don't know how 3 hybrids and no true heals would do. Also we running it 3 man not 4 as the AP is set for. Our DM isn't brutal on us so I don't think he would go for a TPK (his wife would kill him) I was thinking maybe a cleric for the support and buffs might work also since its CC and lots of possible undead and the like it might help alot, but if I go with anything else the DM has already informed me that he will likely have a cleri NPC that shows up mostly as a combat medic. SO Im open for suggestions. The alchemist seems interesting... i know Rogue is always good, but that is one of my normal choices so I wanted to try something new. Thanks for any tips and suggestions.
I have read over the message boards and have been flipping around my books for the last 5-6 days trying to get the Magus to something I really enjoy. It is more of a melee caster which is something I have wanted for a long tyme. I remember seeing a picture of a spellsword in a 3.5 book and thought that would be fun. This class seemed like a good mix of what that was. Then the more I read and the more I found I was pulled to this kind of hybrid. I know it will be a tough class the first 2-3 levels, but I look at the long term flare and RP value and it just gets me excited. I hope I live long enough to get to LvL 4-5 and start to get that Super Natural Animeish (Bleach) vibe that I am picturing. Also to bad this build doesn't work with the Urumi (whip sword) which is really what I wanted for this Look , but thats just visualization and fluff and a d8... I can manage. Stats:
I rolled my stats and our DM has a house rule of 4d6 drop lowest... roll 3 sets of 6 and take best set. So, I was lucky enough to strike it rich with: 17, 17, 15, 12, 11, 10
I am leaning towards Human with a Dex bump.
Current plan for build is to go with the Dervish Dancer Scimitar Bladebound Kensai. Yes, I have realized how limited my spells will be how much do you think this will hurt my character? I have no problems being selfish and lacking CC and party buffs. And yes I will be rough on the first 2-3 lvls of Melee since Weapon Finess doesn't work with scimitar until lvl 3 with Dancing Dervish. Feats:
Feats:
Kensai- Weapon Focus-Scimitar 1st- Weapon Finess-Scimitar (I know this doesn't work til 3rd with Dancing Dervish, but its a prereq. So I will suck it up and hope it don't hurt me to much before lvl 3.) Human- Dodge Blackblade- Alertness 3rd- Dancing Dervish 5th- Intensify Spell-Shocking Grasp Magus 5th- Empower Spell-Shocking Grasp (I know I can't cast it, but I'm prepping for Spell Perfection and this has no Prereq. If this is a flaw let me know. I can adjust.) 7th- Maximize Spell- Shocking Grasp (same as above) 9th- Critical Focus (Eligible via Kensai Critical Perfection) 11th- Improved Critical-Scimitar Magus 11th- Bleeding Critical (Eligible via Kensai Critical Perfection) 13th- Staggering Critical (Eligible via Kensai Critical Perfection) 15th- Spell Perfection- Shocking Grasp 17th- Critical Mastery (Eligible via Kensai Critical Perfection) Magus 17th- Stunning Critical (Eligible via Kensai Critical Perfection) 19th- Penetrating Strike Would 13 Charisma & Skill Focus: Survival for Eldritch Heritage: Orc Bloodline be worth the Wisdom dip and the Ability Pt. I would have to use to get it? 1 pt of damage per die rolled with Damage Spell and Darkvision. At LVL 11 with Imp. Crit range and Intensify spell this could be anywhere from 10d6+10 to possibly 20d6+20. As with most things it gets better the higher you go, but is it worth having to grab a semi useless Skill Focus: Survival and dumping an Ability point in CHA lowering my WIS and thus Will Save? This could be a replacement for the Meta feats I'm unsure about and would force me to adjust my end game Crit Mastery strategy. Not a fan of Power attack I want every swing to hit even if it is for less damage cause less damage still does some damage and a miss does nothing. I don't see the Weapon Specialization being that good at higher lvls when I can possibly add other feats that give more than a base 1 or 2 damage. This should scale IMO then it would be useful. Traits:
Traits:
Inspired by Greatness-Shocking Grasp Magical Lineage-Shocking Grasp Magus Arcana:
Magus Arcana:
3rd-Lost due to Bladebounds Black Blade ability 6th-Empower 9th-Lost due to Kensai Critical Perfection 12th-Critical 15th-Maximize 18th-Accurate Strike Spells:
With this build and the Maxing of INT with gear I should have about 7 spells per each LVL per day. This will be the basic idea (not sure if I got the Meta spells right first tyme caster if you call this caster):
LvL 1- Shocking Grasp LvL 2- Intensified Shocking Grasp LvL 5- Maximized Intensified Shocking Grasp LvL 6- Maximized Empowered Intensified Shocking Grasp (Spell Perfection) Leaving me with a few levels of spells to play around with for CC and Buffs/Debuffs. I picture a few bursts with the posibility somewhere along the lines of 1d6+10 + 10d6 maxed +50%... and thats without the 30% possible Crits that would do 2d6 +20 +20d6 maxed +50% +10 Bleed and a stunned effect. Feedback? Any misused powers/feats or design flaws please let me know. I dont want to have this build set in my mind and then realize that this or that isn't legal and it throws the entire concept out of line. Thanks in advance!
I have been reading over these forums all week tweaking out my character and maybe cause its 5 AM and I havent gone to bed yet or just cause Im lazy and dont want to look back over the Magus Guides 850+ posts, but can someone tell me if I am misremembering (Thanks for this word Roger Clemens) but is there a way to get 15d6 with a 30d6 crit? Or is that just the way people are stating an intensified empowered Shocking grasp? instead of sayind 10d6+50%
As Im reading into the Magus and planning to go Dancing Dervish I noticed that with a high enough Dex. you start to lose some Dex bonus at high levels if you go with better armor. I know preferably you dont want to waste any AC so I thought about a 3 level Dip into fighter to get the Armor Training +1. This would reduce the AC Pen by 1 and increase the Dex by 1. Throw in Mithril which drops AC Pen by 3 and increases the Dex by 2... You could potentially wear Mithril Breastplate which is +6 Aromor with a +6 Dex Bonus and no AC Pen. You would still have 6th level Magus spells, but would lose one Magus Arcana, the Greater Spell access and the True Magus... However you would gain 3 Fighter Feats. Would this trade off be worth it? Im not familiar with the way the Magus is played so Im not sure how important those last 3 caster lvls would be. Chances are our game won't get that high, but incase it does I always plan for end game. (who doesn't) Thanks for tips and advice!
Im leaning towards playing a Magus in our next game. The GM has allowed us 2 traits using 1 from the Carrion Crown setting and one other. Since Im not sure how the Magus plays at high level as far as casting (or casting in general) I wasn't sure how useful the "Inspired by Greatness" trait would be. It provides you the ability to take 1 spell and always cast that spell with a +1 caster level. I have never played a caster so Im not sure how beneficial this would be. Thoughts? The other 3 options I see that could be beneficial for the character are "Chance Savior" for a +2 Initiative, "Making good on Promises" +2 vs fear save, or "Teacher's Pet" +2 to one Knowledge skill and make it a class skill.
I was looking at possibly taking Resilient Eidolon so even when I sleep or if knocked unconcious I would still have my Eidolon. Thus I can have subpar Str, Dex, and Con stats and not get caught in a bind and have to hide while trying to summon my Eidolon. 1 Min. in a fight when you get ambushed would greatly limit most Summoners. Are there any reasons this wouldn't be allowed or would hamper me in any way? With Spell Focus and Augment Summoning in a Synthesis build would this add to the STR and Con since an Eidolon is treated as a summoned creature? How can you heal an Eidolon since it is treated as temp. HPs on a Synthesis? Or does it Refresh when you LvL since you can change augments? Summoners are proficient with all simple weapons would the 2 Point Evolution Weapon Training increase this to allow a Synthesis the ability to use Martial Weapons or would it be better to take the Feat? This is my first attempt at making a Synthesis and they seem like a pretty awesome build that will lean towards melee with some spell casting (Buffing) ability or am I picturing that wrong? Are they more casters? I know it is based on how you play, but as a Synthesis which way are they usually leaned to? From what I have read most people seem to enjoy the Syntheis. Any tips or advice to help me along would be greatly appreciated. I was on the fence between this a Magus or Sorcerer. If you have a suggestiong as to why I should go with one of the others feel free. I am just brainstorming atm nothing is set and the game isn't for 2 weeks.
Our GM just decided to start up a new game so it is time to start trying to brainstorm backgrounds and character ideas and long term vision of a character... I'm reading through the Inner Sea guide and see this Prestige Class and the concept seems interesting and could be fun, but don't want to invest a long term goal into a character and not enjoy it when I get there. So I was looking for any feedback on anyone who has played a Harrower or was in a game with one or even GM'd a game with one and can let me know if the Harrow Deck was useful or if it slowed down the game to much etc. I am just looking for any info that isn't a few months old before some of the changes might have been made. I know most Prestige Classes are kinda meh so this is kinda a flavor change of pace thing, but if it takes to much away from the flow of the game I want to avoid it. Thanks in advance!
When I recently built my monk my DM and I were talking about a few of the abilities and just brainstorming ideas for fluff. He told me I should check out the grappling rules. So I did and came up with the tripping monk, but instead of trips clotheslines. Then it snowballed! I was a professional wrestler with a bag of holding filled with tables, ladders and chairs... i could take the improvised weapon feat and so on. I even mentioned climbing a ladder and using my "Slow Fall" to emphasize the Elbow Drop! I dont know why exactly it came up, and at the tyme it was just a good laugh between my DM and myself... Then last week the Macho Man tragically died. So I feel that in his honor I owe it to myself and my DM even if its just for a game session or two to actually fluff out an actual Macho Man Monk... Im turning to the boards for fun ideas and builds and some help. Im working a lil to much to min max it myself, but if I can get a few helping hands in on the idea I might have a solid finished product for our next gaming session. Also toss in Leadership at lvl 6 and make Ms. Elizabeth your cohort. Prolly make her a Paladin/Sorcerer/Wizard multi class for Bull Strength and Enlarge Person... Its the Macho Man he has to be over powered! lol So Im a lvl 7 Monk:
Thanks in advance! I hope when you all think about it, it will be as much fun as my DM and I had thinking about it.
When I initially made my monk I looked at some of the Monk specific feats and thought trip would be a great way to take down an opponent and then be able to use a Flurry of Blows for maximum damage. Since, Flurry is a full round attack. However, the lack of opportunity to get the Greater Trip which would make a trip attack more viable vs non caster and ranged NPCs was kinda steep. Prerequisite: Feat Combat Expertise (-1 attack to get +1 dodge to AC), Int 13 (Int for most Monks is likely a dump stat) I prefer to make sure I hit so any negatives to hit I usually avoid. I know its a give and take situation, but being forced to take this feat seems a waste of a feat that I am only taking to get a feat later on. /frustration Anyways, the new Ki Powers come out and allow you to instead of having to take useless feats to get the Greater Combat abilities just use Ki points. Yet, they include most Combat Maneuvers except grapple, overrun, and trip?! As a monk I would think Tripping would be used more often. They even added a Quaterstaff mastery and added 2 specific trip feats. Did they just make an oversight? Or am i missing some option where I can get the greater trip? if not this is once again frustrating! Thanks in advance for feedback and comments! |
