With the way that the class is written as is, there's no real clear Path or many abilities that will help out the ranged (default) abilities for the Kineticist.
This isn't a huge issue, I understand, but with a whole AP being written for Mythic rules (WotR), it puts a huge restriction on what decent builds will be.
The class is built around their ranged ability, or being able to use their blast as part of a melee attack. This precludes any path abilities that affect ranged attacks from benefiting the kineticist, while all the melee path abilities will be usable.
I'm not really sure if anybody else has some ideas for how to make a mythic kineticist work as-written, but I'd love to start tossing some ideas around. Or ideas on how to slightly modify the class as-is?
Maybe adding a line like "any ability that affects ranged attacks can use or modify Kinetic Blast as well"? Something that would allow the use of the blast with the mythic path abilities that read "make a ranged attack" bla bla.
I'm (obviously) a queer nerd, and have been wanting to get something like this done for a while. I walked in and asked the artist to give me "a d20 but gay it up", and this is what he delivered.
Yes I realize the die is spin-down d20 and not equally-distributed (normal gaming d20), but I totally can't even care because the whole thing was done so well.
Anybody else have cool d20 or nerd tattoos to show off?
making a peasant-turned-adventurer type character, and want to use the Rough and Ready trait to be able to use some kind of farm implement as a reach weapon. Is there any way to give Improvised weapons qualities? I know there is a mythic feat but that isn't really an option for all characters.
This is all I could find on improvised weapons:
Improvised Weapons wrote:
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
Yes, I have read the wonderful Reach Cleric guide, but quite a bit of it does not apply due to limited casting of the Warpriest.
We are currently
My character:
Human Warpriest of Sarenrae 5
Favored Weapon: Longspear
Current Feats:
- Combat Reflexes
- Power Attack
- Vengeful Banisher
- WF(Longspear)
- Squire *replaceable, haven't taken one yet
My Party:
Mounted Cavalier
TWF Shadowdancer/skirmisher (in the making)
Bow Ranger
Arcanist
Thrower Skald
The idea is that I'm the anchor in the middle of combat, with the other party members moving around as needed (and me built around AoOs like in the guide).
But I'm at a bit at a loss where to go with my feats, as theres nothing incredibly useful until past level 7 or so. The summoning and metamagic feats aren't worthwhile because of the 6/9 casting. We are playing through Wrath of the Righteous, so I can expect to go all the way to level 20.
Feats I am debating:
- Improved Initiative (boring)
- Skill Focus / Eldritch Heritage (Abyssal) (Strength, and flavor)
- Dodge
- Lunge
Other ideas for a polearm wielder that I might have missed for early-mid levels?
Character Level: 2
Race: Human
Role: Melee/Support/Healer
Class choices:
- Battle Spirit
- Battle Master hex
We are playing through Wrath of the Righteous.
The only real comments I can make on this so far is that healing is tough to do on this character (much like it would be on a druid, and to a lesser extent, witch). Healing Spirit feels incredibly broken as a first level ability - but it was also the only reason we were able to survive our combats during the session.
Having switched from being a cleric, I feel like Healing Spirit outpowers Channel Energy pretty well at this level. Getting to automatically restore 12HP at this level to an ally for up to (3+cha)/day is nice.
Thoughts:
I'd like to see an archetype or other class feature (maybe in the Life spirit) that allows the Shaman to become a main healer with a little more ease. The oracle gets to add Cure (or inflict) to its spells known automatically, and the witch has access to spontaneous healing via the Hedge Witch archetype.
Right now it feels silly that Battle shaman is a better healer at low levels than a Life shaman is.
My group is starting Wrath of the Righteous next week, and I've decided to play a cleric tactician..
Reason why:
I play with a group of fairly new people, and I'm by the the most rules-savy and tactical-minded of the lot. So instead of trying to dumb down, I just embraced the role into my character concept instead.
Things I want in the build / Restrictions:
- I want it to be a cleric (domain, spell list)
- I'm leaning heavily towards Mendevian Priest archetype
- Has to be able to function in melee (we only have a cavalier and me for melee)
- I only have 15 point buy, but this build is super MAD
- Probably going to dual path Hierophant/Marshal
I'm completely lost as to what kind of feats would benefit this build.
- Guided Hand would help the melee MAD issues somewhat
Are there some PrCs (with at least 7/10 casting) that would help this?
My search-fu isn't that great and I was hoping to get some specific answers.
Both myself and another member of my group buy quite a few of the Paizo products. Especially with the huge amount of stuff coming out, it will likely be pretty expensive on both of us. So I wanted to know what amount of PDF-sharing is allowed between tabletop group members. Here's a few specific scenarios that will help me get my answers:
1) If one member purchases the PDF, is he able to distribute it to the group to use at-session ONLY? Having a few laptops open with Mythic rules will certainly help us figure it out faster, as opposed to sharing one book (or being forced to buy multiples). He could bring them on a flash drive and take them home with him, nobody retaining any files except the original owner.
2) If we have a subscriber who receives both the book and PDF, and doesn't plan to use the PDF, is he allowed to 'gift' the copy of his PDF to another group member? (Not meaning specifically through the Paizo system - but I suppose he would have the ability to just re-download it).
3) Are there any other scenarios where PDF-sharing is allowed in any form?
I know basically everything is online for free on the SRD, but I vastly prefer reading book-by-book and seeing the new character options in each, as they come out. Plus the art is really pretty. :)
So if you've been following season 4 of PFS, it builds up with the Cult of Lissala trying to awaken the Runelord of Sloth. Eventually the PCs are sent to stop him once and for all before he is awakened (or take advantage of the daze he will likely be in), inside his own personal sanctum.
My PCs are 10th level so I saw this as a perfect opportunity for them to go face their first (watered down) Runelord. The module has 3 fights, beginning with the Herald of Lissala. They burnt all their resources on this fight (CR13). They were then faced with a door that said "only those who bear my life-sign shall pass" (need a sihedron rune on your body to open it). The module warns the PCs that the Runelord is awakening soon (90 minutes specifically).
They believe they need to be slothful to open the door, and sit in front of it.. for an hour. Eventually when nothing happens, they finally hack through the wall with an adamantine longsword.
They identify and destroy a few protective runes, and then.. Their time is up. Krune is awakened, and bursts out to see them. My deus-ex-machina (Lyrie has employed the party to collect the Shards of Sin for her) is able to pull them out before Krune can annihilate them.
And this is where we ended our last session. How would you proceed? Obviously Krune will need some time to prepare - but he did manage to see the party's faces and would potentially be able to scry on them (he is a 17th level Wizard, after all).
As-written in the PFS module, destroying the runes in his sanctum causes Krune to essentially de-level, losing access to his highest level spells. I believe he still has access to 7th level spells (maybe 8th), which is likely too much for a 10th level party.
In terms of ROTRL storyline, they just finished the dam and the swamp, and will be heading to Hook Mountain next.
The Thassilonian mage in my party acquired a piece of an artifact that changed him, making it so he was healed and damaged as if he were undead. This is not a spell effect, and his physiology has not changed in any way. I'm guessing it would be some sort of permanent SU effect.
The item is..:
Part of the Runelord of Gluttony's phylactery, the Gluttonous Tome.
After finding this out and sharing it with the party, the Cleric of Iomedae (Tyrell) was unsure how to proceed. Iomedae's teachings say that all undead must be destroyed. However, his friend the mage is not undead. Tyrell decided he was not comfortable with preparing Inflict spells to help ensure his mage friend did not perish on the battlefield. He sought guidance via Divination. I had no idea how Iomedae might feel, so I gave him something along the lines of:
Look not into the teachings of your faith, but within yourself for the answer you seek.
Because Tyrell had explicitly stated his unwillingness to prepare inflict spells, I mentally noted THAT would trigger a cutoff of power from his deity (he was insanely worried about upsetting her and kept mentioning potentially needing atonement so I figured it would be interesting to throw in).
After much deliberation, talks of wands and use magic device, he finally resigned to preparing a few Inflict spells. This is his first time abandoning his ideals and seemed very proper for him to require atonement.
Where they are now:
RotRL Spoilers:
The party had just defeated the Grauls at their homestead, and are preparing to retake Fort Rannock. They are in Turtleback Ferry, but there is not likely anybody powerful enough to cast Atonement closer than Magnimar.
The party is about a weeks travel to the closest town that may have somebody of sufficient level to cast Atonement.
How to proceed?
Atonement is freakin' boring. Find somebody who can cast it, and presto-chango everything is restored if you are repentant. I'm hoping to make some goal for Tyrell that would re-prove himself to his goddess, especially considering that now he is level 8, he is becoming one of her more powerful mortal champions.
Important details:
- He has the Squire feat
- His Squire (a Paladin of Iomedae) died trying to prove himself to advance into a real cohort. This will be the first the church has heard of it
- The party is about to (likely) claim a Fort. Maybe he will be requested to take it in the name of the church and develop it?
So, I'd like to hear some ideas on Atonement quests or pledges that you would use on a player in this situation. They should NOT be punishing, this is to help build character (har har).
Feel free to mingle until tuesday! And let me know if you have any questions. I will be going over character sheets more closely this weekend and let you guys know if I see anything out of place.
20 Point Buy
2 Traits (1 of choice, plus 1 from campaign)
All Paizo material (no advanced firearms, eidolon-focused summoners only)
Uncommon + Featured races okay, but you will need a strong backstory as to why you are in this part of the world.
Average starting gold.
Submission deadline: Friday the 17th, 5pm.
Even though this is JR, you will need a heck of a reason why anything asian-flavoured would be found in Sandpoint.
Looking for 5-6 characters with a strong story that can incorporate their crunch into their fluff.
Looking for a more active game, where you will be able to post at least once a day during the week, with some downtime over the weekends. If you slip below an average of 1/day for longer than a week, you'll likely be replaced (I want a campaign that can last longer than a few weeks).
We won't be using XP, instead you will be advanced when it is recommended by the book (allows me to make modifications, skip easy/uninteresting encounters, etc).
Full Disclosure:
I have had to drop a game I was GMing for out of the blue on these boards about a year ago; I had loaded myself too much with RL commitments and couldn't keep up. That was also Kingmaker, so it was a lot of work. I doubt this will happen again, but I just want to be up front that it's a possibility (you will at least be told, I won't just disappear).
Looking into making a Halfling Enchanter character, and thinking about Halfling Jinx. As an SU, is using this ability obvious?
Quote:
Halfling Jinx Halflings with this racial trait gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects. This replaces halfling luck.
Basically, can I be standing right beside the target of this curse and Jinx him without his knowledge? The ability doesn't specify any movement or incantations, and Su's doesn't provoke so there can't be any large movements.
What if he makes his save? I think I recall an obscure rule that a target doesn't know you've cast a spell on them if they fail a will save. Not sure if that translates to an Su ability, though.
Hello! Putting out another call for players. I have an opening in my Saturday evening group, where we are currently playing Kingmaker (just finished book 1 and started the kingdom building).
A friend and I are also attempting to put together a sunday evening group, with a TBD campaign (by group consensus, but likely either Reign of Winter or 3pp adventure path, Way of the Wicked). How serious the campaign is, and the exact times would be determined by the people in the group.
Even if you aren't from Saskatoon but know people here, let them know we are looking for people! Forming a new game group is never an easy task.
Boon Companion got an update when it was reprinted in the Animal Archive.
Old: you got +4 Effective Druid Level
New: The abilities of your animal companion or
familiar are calculated as though your class were 4 levels
higher, to a maximum effective druid level equal to
your character level.
So you're telling me that as a level 5 Huntmaster Cavalier, I could have 3 5th level dogs (and a 2nd level dog). Even worse, make the Cavalier Human and throw in Huntmaster feat (giving him 3 level 6 dogs, at level 5).
Is this how the new boon companion is really meant to work??
3 people marked this as FAQ candidate.
1 person marked this as a favorite.
The Maestro Sorcerer bloodline includes Spellsong as a bonus feat. The feat requires Cha 13, and the bardic performance class ability.
This seems to imply that at class level 3, the Maestro's Fascinate ability would qualify her for that feat.
However, because the sorcerer isn't explicitly granted Bardic Performance, it does not make sense RAW.
Should we follow RAI and allow Spellsong to be taken (why would it be on this list otherwise)? Or follow RAW and say that they would have to multiclass to something granting the Bardic Performance class ability still?
We have finally reached Book 2! The very first thing my party wants to get set up is their kobold cavalry... They envision kobolds astride Tatzylwyrms, patrolling through the forests.
Would the Tatzylwyrms *ever* agree to being used as mounts? By creatures that are barely smaller than them, no less?
How would you train such an exotic cavalry!
And of course this is just the start of their shenanigans...
I'm writing out some potential future events for a Kingmaker game I am running (dragging it out to cover at least 50+ years of in-game time).
What cosmic event could cause the gods to go silent for a time? Something spanning months, or years.
Would all divine magic cease working? Druids and Oracles don't necessarily need to worship divine powers to get their magic; but would the gods retreating from the world cause them to lose their powers anyway?
Would arcane magic continue to function? I know in Forgotten Realms, the death of Mystra (goddess of magic) caused ALL magic to go haywire and stop working (the undoing of the magical 'weave' that connected all things, even arcane couldn't function normally.) Would something similar happen if all gods of magic were suddenly gone?
What do you think the Church of Razmir would do? Have a freakin' field day, since they were the only ones left with "god-given" magic? Could Razmir have been a part of the gods silence, as he attempts the Starstone test?
Interested to hear what people think (and maybe some of the creative staff at Paizo too!)
So with the use of this feat, you can take a 4-level dip (okay maybe thats too many to call it a dip) in another class as early as levels 5-8.
Presuming you don't give a darn about druid spellcasting, what what you take 4 levels in? Barbarian and Monk seem to have the most to offer at first, but you guys are smart.
Or is there a PrC you would take instead? Green Faith Acolyte would go from 6/10 to 10/10 wild shape progression.
This is in a low-magic-item Kingmaker game, and the character in question is a dwarf druid who wants to focus solely on melee combat.
So we're about 3 sessions in to our new AP (Kingmaker), and I'm trying to nip this issue in the bud before it gets out of hand.
We have a party of 6 and the person playing the Master Summoner is by far the most optimization-happy and smartest player at the table. I've already asked him to try and limit his usage of best-per-level summons unless the party is in a dire emergency (which he has already done). And further asked him to restrict his Eidolons combat usage (even though its 1/2 level its still quite useful the first few levels).
The party just reached level 3 at the end of last session. This will mean that the Master Summoner has 5+Cha * Lvl minutes of Summon Monster 2 (24 for him specifically). For Kingmaker (which is famous for the 15 minute workday issue) that is absolutely out of hand.
He is already using these summons to scout far ahead of the group (he even invested in handle animal for low levels), summon them ahead of time and send them in places first (trap goats included)..
Are these proposed changes too much of a power down, considering he is the smartest player in the group?
Limit usage to 3+Cha/day (benefit really becomes having Eidolon + 1 summon or multiple summons on the field.)
Limit duration of summons to 1 minute (does not scale with level.) Can scale to 1round/level after 10 so there is some advancement at higher levels.
This drops him from 8 uses of 3 minute duration summons (24 minutes) to 6 uses of 1 minute summons (6 minutes).
What else would you do to power this down? I think I would be less concerned if we weren't playing Kingmaker, honestly.. But for now he needs some reigning in before it gets away from me.
Hello! I'll post some fun details on my campaign in this thread, I hope you enjoy.
I did the opening of my campaign very differently. I asked all my players to bring a roster of 2-4 characters and we would decide a party at our first session. The proposed characters were:
You see that there are LOTS of dwarves submitted - I told the party that dwarves would likely be able to make some underground caverns for their kingdom...
The opening
I gave each player (there are 6! so many) a member of the Swordlord Council (stolen from Redcelt) and we actually roleplayed who we wanted to send out into the wilderness. It was a lot of fun! I even awarded the best RP with a new set of dice. The final party ended up being:
Dwarf metal oracle
Dwarf cleric of gorum
Elf rogue
Fetchling summoner
Dwarf bard
Dwarf druid
Very melee heavy, lots of divine (3 full!) Lots of dwarves. I like it.
An important note about the campaign is that I have removed all non-consumable magic items. Magic is insanely important here.
Creating characters this way ended up being a LOT of fun for all involved - I discouraged players from openly talking about their builds so that everybody would just bring a stable of characters they wanted to play without feeling pigeonholed. If I were to do it again, I would split up a bunch of roles (Martial, Divine, Arcane, Support, Skilled) and ask each person to list their main focus.. then share the list so people could keep track of what roles needed to be filled. Also discourage people from bringing mutiples of the same role (dont bring 3 melee focused characters!)
Will put up the gameplay notes from our first session later today :o
So I accidently TPK'd my party. For the second (and a half) time. They initially TPK'd on Eryllium, they lost another 3 people to the Thistletop bridge (checking for traps is apparently really hard), and then they got captured by Ripnugget.
I have a party of 5 players, 2 of whom this is their first game. The other 3 have at least one full campaign under their belt if not more.
I can admit I'm not the easiest GM to play under (I play monsters to their tactics and intelligence), but Runelords is shaping up to be a lot deadlier than I thought it would be.
What is everybody elses experience with the difficulty in Runelords? We are currently at Thistletop with the party just being captured by Ripnugget.
I'm going to be starting a Kingmaker campaign in the next few weeks. I have decided to artificially increase the time that the module takes from ~6-8 years to ~70-80 years, allowing for some interesting gameplay and character development. Kingmaker takes place primarily in the Stolen Lands, where the characters carve out a plot of land to call home.
My specific question is: what do you think will happen in the River Kingdoms over the next century? Specifically dealing with Brevoy, Pitax, and Mivon.
If you could also point me to where I could find more information on what is currently going on in these areas, as well as find more information on the Aldori Swordlords (and possibly members/houses in the organization) it would be greatly appreciated!
How would you build a Student of War at level 12? The character is an Elf (+2dex/+2int) and Race is not changeable. Because of this, Finesse is likely the easiest option. It does, however, miss out on the amazing opportunity to add Int to AC in place of Dex.
The character idea is obviously an extreme knowledge character that can exploit the weaknesses of his enemies.
Build routes I thought of so far:
Lore Warden 5 / Duelist 5 / Student of War 2
Lore Warden 5 / Student of War 7
Lore Warden 7 / Duelist 5
I would also like to pick up Kirin Style feat chain, but it isn't necessary.
Is Finesse going into Student of War really workable in terms of damage output? Or should I re-arrange stats to use Strength instead?
My build at 12 looks like this right now (with level and item adjustments) for the first build:
Str 10 Dex 22 Con 12 Int 20 Wis 10 Cha 8
1-Dodge
1F-Mobility
2F-IUAS
2LW-Combat Expertise
3- Weapon Finesse
4F- SKill Focus (Knowl:Planes)
5- Pirahna Strike
7- Kirin Style
9- Kirin Strike
11- ??
12SoW- Kirin Path
B-Combat Reflexes (Duelist)
So what level 11 feat should I take? Are there any other builds that would suit this better? Since I have IUAS, would TWF be worth it to get an extra attack for my Parry?
Should I skip fighter altogether in favour of ranger or something?? Thanks in advance
I guess more a question of planar binding. If you could summon this creature once per day at most, an outsider of up to 12HD (Bestiarys only, no create your own celestial or half fiend) - what would you pick?
I of course really want to say Efreeti.. Three wishes a day! Free! But not sure how impressed he would be about it. LE and all.
Couatl would be another good option.. Plane Shift you out of a tight spot.
We playtested Tomb of the Iron Medusa (intended for 14th level characters) with the following group of characters (rotating through, final weeks of Uni made it difficult to keep the same characters in):
We wanted to test how much power a single Mythic tier would actually add to our characters at higher levels. The characters (minus the fighter, and later a gunslinger) are from our ongoing Jade Regent campaign. We were all given the mythic flaw Dependency (Sake) as part of the story of why we did this side-quest.
Base Mythic Abilities:
At this level, the 1d6 to a roll really felt like the hero point system (which we also use). It didn't add much interesting gameplay options, merely allowing us to make some critical saves. Useful but boring.
Hard to Kill saved our lives more times than I can count, and was the only reason we made it through most of the module.
Player Feedback
I asked a few questions to the few players I had available and these were their answers: (1- summoner, 2 - magus, 3- magister)
Did you enjoy mythic?
1) yup, overall I enjoyed the extra level of choice I had for my character
2) Not overly. It was hard to keep track of the extra abilities, and I didn't really understand the way some of the abilities worked.
3) All in all I did enjoy it. I liked the sideways progression and there were some really neat abilities I could use.
Did you feel like mythic allowed you to face higher level challenge? And what specifically helped or didn't help.
1) Yeah, I thought the party used their abilities a lot to help out. And I guess it was the mythic points for the extra 1d6.
2) Not overly. The bonus HP were nice, but the abilities didn't really add up enough against creatures 2-3 levels higher than us.
3) No. Some of the abilities came in handy (like the ability to prepare spells 2x/day) but the creatures we fought (mainly undead) are built to account for a higher WBL and player power (spells, HP, BAB, AC, etc). There was not enough static gain from Mythic to really help us fighting things THAT much higher level.
Did you feel like 1 tier of Mythic added enough power to equal 1 class level?
1) I feel like it didn't because it didn't add any new class powers, or spells or skill points, just augmented what was already there
2) Not even close. Being a magus, you get a lot more abilities from levelling up than a single Mythic tier provided.
3) No - I would have rather advanced my spell casting.
Summary and personal thoughts
So, at higher levels you can see they all thought a single Mythic tier didn't really add enough power to bridge the gap between the party level of 12 and the intended party level of the module of 14.
The staff were correct in dubbing Mythic a "sideways" progression that adds to the power of a character - our attacks, AC, saves and skills were behind what the module presumed and suffered greatly for it.
Adding another tier of Mythic (not counting Mythic Initiative) would likely have not added much more power either, beyond increased options. Especially for casters, 2 tiers of Mythic are not nearly as powerful as 2 levels of their primary class (gaining a new level of spells). Depending on how Mythic Spells turn out that could be very different in the end product, though.
The module, being for 14th level characters, had a CR17 enemy (artifically high truthfully, a half-fiend monstrous cleric 11). The fight was insanely difficult and we would have lost quite quickly if we hadn't used a clever combination of Antimagic Field and Clustered Shots (bypassing her DR/magic).
1 Mythic Tier does not advance a character by 1 CR. Thanks for reading.
I've asked my partner to help me playtest some of the Mythic stuff, and he created TWO characters to run through the beginning of Shattered Star.
The characters:
Ragor, male Dwarf
Barbarian 1 / Champion 1
Champion Strike: Fleet Charge
Path Ability: To the Death
Feat and Mythic Feat: Toughness, Toughness (Mythic)
Flaw: Acid Vulnerability
*Uses a 2h reach weapon
Dalgrin, male Dwarf
Druid 1 / Hierophant 1
Divine Surge: Recalled Blessing
Path Ability: Water of Life
Feat and Mythic Feat: SF(Conj), Mythic Spells (CLW)
Flaw: Hubris
*Has a Roc companion, but wants to choose the domain instead. Plans to go summoning route
I rolled the Flaws (1d8) to avoid "both my characters are dependent on ale.. they're dwarves after all".
The test: see how these 2 characters hold up against an AP designed for 4 players.
Sadly, the initial encounter was an absolute joke because I couldn't roll for crap.. Not to mention the enemies only do 1 damage (1d2-4) in melee. The 1st level Tier 1 characters have 15 (druid) and 26! (barb) HP.
Things that will prove difficult: the Toughness/To the Death combo is fantastic... almost too fantastic. Neither ability costs any mythic power. Especially since Mythic Toughness can be taken at tier 1, I can see many defensive builds going for this combo very quickly. Drop to -1, gain DR10/epic. Why heal when the barbarian can go to -48 Con (or -60 when raging)? If he gets in the -20 or less range (if any monsters at this level can bypass his DR10) then the Empowered Mythic CLW for 3d8+2 will heal him just fine!
*Where the barbarian is right now, he has 74HP to burn through before he dies... At level 1. While maybe not so bad on a L5/T1 character this is incredibly strong and I think that the barbarian could solo most of what will be thrown at him. Plus DR10/epic (which nothing will have unless I add in mythic to the AP).
Mighty Summons! I'm both glad and shocked he didn't pick this ability for his summoner. One use of Mythic power to give his summons the ability to act twice in a turn... Scares the daylights out of me. He said he would likely take it on his next tier when his summons last longer than a round (fair enough).
Things that need clarification: Water of Life. By RAW you can drink your own potions to maximum effect... So a L1/T1 CLW, if made Mythic, will heal for 26 damage to the caster. That's quite a bit. If the Maximize/Empower combo isn't supposed to work together then this needs to be specifically said.
Feat: Mythic Spells. It gives you quite a bit of bang for your buck, in the sense that it will give you (over the course of a mythic campaign) up to 10 Mythic Spells. The Special section wording is a little confusing.
What I would like to see:
-More Path abilities that deal with opportunities outside of combat.
-More Mythic feats without prerequisites (he didn't get the feat list until both his characters were already done, and was blown away enough by toughness to take it)
Once we delve into some more combat (there was only 2, the second being against a single sorc3 which any 2 1st level characters could likely take down) I will try and provide some more feedback on encounter balance.
So, reading through most of the Archmage and Hierophant abilities gave cause for some eyebrow raising... Then a sigh of relief as I saw things like "Must be mythic tier 5 or above" on it.
Sustained by Faith, as I read it, essentially lets you prepare spells twice a day. Am I maybe reading this wrong??
Quote:
Sustained by Faith (Su): If you spend at least 1 hour of
prayer or meditation you require no food, water, or sleep
for 24 hours. This time can be the same time you use to
prepare spells. You must still rest 8 hours to regain spells
but you are not subject to fatigue or exhaustion due to a
lack of sleep. Additionally, once per day you may expend
one use of mythic power as a full-round action to refresh
yourself as if you had rested for 8 hours for the purposes
of regaining spells and healing heal hit point and ability
damage.
Is that what it lets you do, or is it still bound by the "you can only prepare spells once a day" rule.
Or does it only give you the ability to rest as a full round action when needed? Which.. seems entirely lackluster.
I'm doing a playtest for Mythic, to hopefully pound through a lot of the rules and questions quite quickly. Featuring all of the major bosses (and maybe more ;) ) of RotRL:AE.
I had heard from more than one source that there was intended to be scaling mythic items (reminiscent of Weapons of Legacy from 3.5) in the Mythic playtest.
Was this something that didn't make it into the playtest? Or was the idea dropped altogether?
Hello all! I will be taking 6 players on a mythic playtest through the major bosses of Rise of the Runelords, Anniversary Edition.
The players will be expected to be able to level up in very short time, as I want to blast through these encounters as quickly as possible. This will be a *combat only* playtest. To re-iterate, only select encounters will be run I will try and discourage anybody who has not played RotRL and plans to play it in the future from participating (obvious spoilers abound even just from the combats).
What I am looking for as part of the playtest:
1 player to take NO Mythic progression.
1 player to take FULL Mythic progression (the document will explain this to us hopefully, and I will define this better later).
1 player to take MULTIPATH mythic progression.
3 players to take a mash of level + mythic progression of their choosing.
I will be selecting players to make a complete and balanced party (at least 1 semi-healer, and 1 full arcane). So read through the submissions that are already posted to try and get a feel for what is currently lacking.
Character Creation:
Players will start at 2nd level as the heroes of Sandpoint, and will level up rapidly between each combat (can expect usually at least 1 level between each encounter).
20 Point buy.
Any Common or Featured race, uncommon race with permission only.
Any pathfinder class, 3PP classes with permission only.
You will be responsible for buying your own gear to bring you up to WBL every time you level up.
If you haven't gotten it yet from the text above, this will hopefully be an intensive playtest and I will require each person to post at least 3 times a day to push through combat as quickly as possible. I will do my best to also stay on top of things.
Recruitment will close Saturday night with selections made sunday afternoon, and play will begin monday. This will hopefully give everybody enough time to read through the mythic rules. If theres anything I've missed, please let me know!
Title basically sums it up... Does Racial Heritage give you access to that races Favored Class Bonus?
IE- Racial Heritage (Half-Elf): allows you to use Half-Elf favoured class bonus in place of human favoured class bonus.
Quote:
Prerequisite: Human.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
My players headed right towards the double doors, skipping the entirety of the dungeon. They came up to the cathedral doors...
My little brother: "Guys, double doors means boss fight. We should turn back and go through the dungeon. Everybody knows you need the dungeon item to defeat the boss" Big zelda reference that nobody at the table understood /sigh
Nobody else cared that the boss was behind the doors, and charged in... to see nothing. they casually walked around, until Erylium summoned (invisibly) an elemental who jumped the party. Suprised, but they were happy to find something to beat on. Until suddenly... The cleric was put to sleep!! So the elemental is commanded to.. COUP DE GRACE! I let it be minimum damage, so only a DC18 fortitude save... for a fresh level 2! Luckily he was a cleric and had a decent save and made it.
Erylium appears and starts throwing her dagger for a piddly 1-2 damage every round, while the party tries desperately to hit her. The paladin's smite is up. She summons a sinspawn. The cleric is built for healing, and there is a paladin in the party too...
3 in-game minutes of combat go by. They are plinking against each other, and I need to spice something up to get them to actually be AFRAID of her, or at least leave her alone until later. Korovus shows up and pukes on the party. The cleric has been saying mean things about Lamashtu, driving the quasit very mad.
Long story short, nobody says they are low on HP until they are unconscious. The party is out of healing and trying to retreat. The rogue goes down. Cleric drags her out. Wizard goes down, paladin stands over his body to try and protect him long enough for the cleric to drag him out too. Paladin goes down after taking Korovus to -5, and cleric is left holding the wizard in the midst of melee. Cleric goes down...
Situation: 4 party members unconscious in the Cathedral of Wrath.
Erylium used one more charge out of desperation from the minor runewell, and then the party used it, leaving only TWO charges left (eep!)
Both the Cleric and Paladin have been openly hostile towards Lamashtu.
How do I teach my party a lesson (they are mostly new players) without just TPKing them and say "you'll know better next time).
How do I justify Erylium NOT sacrificing them to Lamashtu/the minor runewell? Especially the cleric and paladin.
How do I save the party besides a cheesey rescue mission (Ameiko, Shalelu, Hemlock, and Koya..)
Every time I play something with an animal companion, I tend to always lean towards the Large creatures with high Str. However I'd love to see a useful BIRD companion to shake things up.
Bird Companion:
10 HD
Stats: Str 16, Dex 19, Con 14, Int 2, Wis 14, Cha 6
+9 Nat Armor (24 AC)
Feats: 5, + Multiattack (bite, talon x2)
Free ability score increase x2
The only way I can see it doing decent damage is taking Weapon Finesse, throwing an agile AoMF on it, maybe permanent reduce animal...
How to make flying creatures awesome??
I'm looking for an interesting 3PP caster class to introduce into my game to surprise some of my more veteran players with unique abilities. As much as I love Dreamscarred Press, Psionics doesn't really fit with the flavour of the game.
So far the ones that I've checked out and really thought about using are the Gypsy (Dreadfox Games) and Magister (formerly Magus, SGG).
And secondly, has anybody tried these 3PP classes in their games and how did they fit power-wise?
Woke up this morning to do my usually perusal of new threads on my iPhone 4. The message boards have become very difficult to read! The font looks like its size has increased but without spacing being fixed. Tried browser close and phone on/off to see if it was on my end but did not resolve. Using latest version of Safari on iOS5.
Issue only appears on the message boards, not anywhere else on the site.
From the far-reaching (Tea bending watersinger bards) to the stereotypical (tengu monks), I'm looking for Tian character ideas. Ninjas and samurais and geishas and monks and everything else... go!
I'm planning on making the Seven Deadly Sins a MAJOR focus of my RotRL adventure that is starting next week. With the introduction of mythic rules and the Shattered Star AP it seems that the Runelords and Thassilon are going to get some more love.
A few ideas I've already got rolling around:
- Finding one of the Seven Swords of Sin early on, carrying it around through most of the AP unwittingly. Sword slowly regains its powers. Will either corrupt (if wielder gets too many sin points) or will purify the sword if enough virtue points are accumulted
- A few NPCs becoming 'avatars' of sin later in the AP (ie - Lonjiku as an avatar of Pride)
- After the AP ends, have the rest of the Runelords awaken, and defeat them (nullifying the entire Shattered Star AP, yeeeah) (using the Mythic rules yet to come out for the most powerful)
- Runelords each carry one of the pieces of the Shattered Star (with a modified order), with Xin awakening + Thassilon returning as the most epic of epic encounters
Things I will be drawing both content and inspiration from:
- Shattered Star AP
- Full Metal Alchemist (homunculus ftw)
- PFCS: Artifacts and Legends (Seven Swords of Sin)
I would love to hear some other higher level ideas (and maybe some introductions from lower levels), and other sources for me to draw on.
I have a character who plans to play a Demon-spawn Tiefling Paladin of Ragathiel and I'm wondering if anybody has come up with a Paladin code for the Empyreal Lord of chivalry, duty, and vengeance.
So I begged my DM to throw us a Harrowed Deck of Many things, for my self-proclaimed Avatar of Sun Wukong. My character and the party barbarian feral alchemist decided to have a "draw-off" and see who would draw more cards (DM let us do it as a competition). First round, we both got hit with the Fool. Hello no mental stats! So of course we had to keep going, and then we both got hauled off to new planes of existence. SO.
He planted the Thundering Naginata on the final boss, and we brought in two new characters to help finish her off, which are the last of the house of Sugimatu. I tried to do some internet searching, but I can't find ANYTHING on the family (which I guess shouldn't be a huge surprise, they're all dead). Can anybody with the books glean a little insight on the house for me?
One character (the last son of the house) is being played by the other player. I've decided to play an "Impa" type character (long-lived servant and bodyguard of the family). But I'm having trouble picking an actual character idea, and was hoping to draw some ideas based on the family history or personality.
Try to keep it relatively spoiler free! Thanks in advance.
Hello friends! I'm looking to start a second group in my town. I will be running an adventure path (TBD). I will run 2-3 weeks of one-shots just to make the group meshes well.
I am mainly interested in people who are able to get to/from our play place independently, and are in the 16-30 age range. My Saturday group is extremely diverse and some of them may play this group as well!
About me: I am a student in University, and have been playing/DMing for about 8 years (PF since last year).
For an upcoming game, I want to try the idea of a low-magic-item Golarian. There will be no magic weapons, armor, wondrous items, etc. The only crafted magic items I will be keeping in the game are consumable magic items. - wands, scrolls, potions, etc., and even then in limited supply.
Are there any alternative power-gain systems people have tried out? I don't want a party that is completely reliant on items to increase in power. Thanks in advance!
I have created a document to try and show off the major (and subtle) differences between 3.5 and PF to my group of friends, who have just recently resumed playing 3.5 after a hiatus from 4E, and are interested in the system but want to know more.
I would love some suggestions to add to this list. I browsed all the threads I could find on the boards to try and come up with some differences but I couldn't find the super-gigantic one that went around within the last year or two that was like 10+ pages long (I have awful search-fu, and memory - maybe it never existed?!)
I need some advice on feat and spell selection for a lvl 11 Samsaran gun inquisitor.
Would it be smarter to go Gunslinger1/Inquisitor X? Or just pure Inquisitor with Black Powder Inquisition.
I'm not overly familiar with the Pathfinder Divine spell lists, is there anybody outstanding from Paladin/Ranger/Druid/Cleric that the inquisitor doesn't have, and should?
Advanced firearms are allowed
I'm running a side-quest while my DM is away for our group, and have decided to do the Ruby Phoenix Tournament, since we are in Tian Xia (and around the proper level). At the end of the module you are allowed into some great stash of magic items and allowed to pick ONE. Our DM has given me the green light to create a custom set of magic items that all follow a given theme (Oni Slaying!) but still add power and/or utility to our characters. The group is as follows:
Conjuration Wizard
Sword/Board TWF Werebear
Flowing Monk (Unarmed)
Barbarian/Alchemist Beastmorpher (Unarmed)
and a Witch!
The magic item set consists of 5 pieces (that roughly outline a humanoid figure):
Earrings, Torque, Belt, Bracers, and Greaves.
Following a theme of Oni Slaying (and possible nature undertones) what abilities would you give these items? Nothing no more powerful than 15k-20k per item (we are a bit undertreasured).
I'm looking for interesting builds so that I can "re-make" my Malconvoker from 3.5 as a Pathfinder character.
The basic of the Malconvoker is that it specializes in summoning evil creature (fiending animals, devils, demons, etc). The character was a Human cleric, as that fit his build the best.
I'd like to see him rebuilt as a Summoner, with one key thing.. He was famous for his ring of invisibility and doing as few offensive actions as possible. I can build the Eidolon, just wanna see what you can come up with!