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As far as spells for this build goes, I want to find good enchantment spells to benefit from Kitsune Magic and the Fey bloodline, buy also a good mix of others to handle situations where enchanting won't work. This is my first real attempt at a full caster and I'm not sure what spells are really worth it ![]()
Saldiven wrote: keep in mind that your Bloodline Arcana and Kitsune Magic traits probably will not affect the DCs of your Magical Tail uses, as they are used as Spell Like Abilities (assuming my understanding is correct). From everything I have read in discussion of the subject, things that modify spell casting do not modify SLAs unless they specifically say they do. I'd love for someone to prove me wrong on this, though.Actually I think they would work with Kitsune magic. Here's what the core rulebook says about Spell Like Abilities Pathfinder Core Rulebook wrote:
I know there is errata that prevents SLAs from being used for accessing prestige classes, and I've read somewhere that they can't be modified by MetaMagic, but I haven't seen anything that would to my understanding prevent them from benefiting from Kitsune Magic or the Fey bloodline arcana ![]()
Almonihah wrote: You're still a full-power sorcerer, just short a few feats and FCB points. In fact, you're getting the rather (situationally) powerful Dominate Person earlier than a sorcerer normally would. I wouldn't be too worried about it being underpowered--it's not from feats that a sorcerer's greatest power flows. Getting Dominate Person 3 levels early is a big part of why I'm planning to throw everything into getting my tails a fast as possible(that and the obvious flavor of playing a 9 Tailed Kitsune) what I'm really looking for is advice on what spells to take and good ways to boost DCs ![]()
Just got my copy of the "Blood of the Beast" player companion and I'm working on building a Kitsune sorcerer using the new Nine-Tailed Heir archetype to use in Pathfinder Society once the additional resources is updated to include the new material. I'd like to get all 8 of the magical tails before level 12 and if my math is right by using the new archetype well as the Nine-Tailed Scion race trait it is just possible to get all the tails as early as level 7. I realize the feat requirements for this will leave the character slightly underpowered but I've been trying to figure out this character concept since I first got into PFS and would like some advice to figure out if there is any way to make this a viable character ![]()
Time to try and bring this post back from the dead. I just hit lvl 2 and I was hoping for a little advice on where to go next, I'm multi-classing Pisolero with Feral Hunter (doesn't get an animal companion but can keep the animal focus bonuses active indefinitely) and need help choosing spells and skills. Race:Human Alignment:Chaotic Neutral Stats:
Spells:
lvl 1:
I have 7 skill points to spend and I would appreciate any suggestions for where to focus those (I was planning on the knowledge skills available to me as class skill in order to slightly increase out of combat usefulness) and if you have any suggestions for different spells that you think would work better I'd be glad to hear them ![]()
burkoJames wrote: A loose "Silver Bullet" (a bullet made entirely of silver) auto confirms Crits against lycanthropes and presumably bypasses DR, though the description doesn't expressly say so. An alchemically treated bullet (not entirely made of silver) only bypasses DR. They are two different types of ammunition. That's the difference in price. That makes sense, thanks for clearing that up ![]()
Neils Bohr wrote: Even with the discount alchemical cartridges are expensive, so at early levels this would be huge. You're right about the cartridges being expensive, with a plain paper cartridge costing 6 gold for a gunslinger, but once I get into higher level scenarios that pay more gold it won't be as big an issue. The bigger issue will be special materials like Adamantine and Cold Iron, with cartridges costing 36 and 12 gold respectively, or loose bullets costing 6.1 gold and 2 silver. And I'm not sure how to price Silver ammo because Ultimate Combat lists loose Silver Bullets at 25 gold (before discount) but Ultimate Equipment lists Alchemical Silver as adding 2 gold to the cost of the ammo ![]()
Neils Bohr wrote:
While they aren't magical they are listed in Ultimate Combat specifically as "alchemical cartridges" which still conflicts with abundant ammunition Ultimate Combat wrote: When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken, (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell. (Emphasis mine) Even though paper cartridges don't have any special alchemical effects beyond improving reload speed I'd assume they would be treated the same. And even with special material cartridges still costing a lot of gold even with the 50% off individual bullets would only cost 10% so I could use loose bullets and powder for special materials. It may reduce my reload speed to a move action but that's something I'm willing to accept to keep costs down when I'm in a situation where I need to use special material bullets![]()
Chess Pwn wrote: being used as ammunition for something does not make it "ammunition" Not really sure what you mean by this, especially since I doubt anyone would classify firearm bullets and cartridges as anything other than ammunition. At any rate the way I understand the spell it wouldn't work for the cartridges, and because of the discount Gunslingers get on ammo it doesn't matter all that much anyway ![]()
Dracoknight wrote:
Thanks for the advice for AC boosts. Actually my original reasoning for planning on using Magical Tail was that since I can learn those spells anyway I could use the feat to get them and free up my spells known for other useful spells for combat and buffs![]()
I think I'll just skip Magical Tail on this character and worry about the feats after I've got more of the basics set. What do I do about AC? Right now I've got my DEX set at 12(with the +2 Kitsune racial bonus raising that to 14) and I bought a haramaki to boost my AC by 1 without the spell failure chance, but what else can I do? ![]()
The Mortonator wrote:
I didn't realize the Kitsune Magic racial trait wouldn't affect the Magical Tails abilities, the description in the book just says the DCs are CHA based so I just assumed it would work since they're enchantment effects. And I'm definitely grabbing Realistic Likeness, I have that on my Kitsune Rogue and it is by-far one of my favorite abilities![]()
hi, I need some advice on how to build a Kitsune Sorcerer for Pathfinder Society. I know Kitsune make great Enchantment focused Sorcerers, and I was planning on taking the Fey Bloodline, but beyond that I'm not really sure how to go about building the character, I've never used a spellcaster before. I'm planning on taking the Magical Tail feats to augment my known spells since most of the spells granted by the feat are enchantments, and I don't plan on using any metamagic feats right now because I want to get a better feel for how spellcasters function on their own before I go messing around with the more complex mechanics. any advice I can get would be very much appreciated ![]()
Chess Pwn wrote: I've only seen gunslingers use grit for quick clear. I'm a PFS gm and have had little over a dozen sessions with a gunslinger in it. So not the largest sample, but it's my experience with the class. I see, I've used the up close and deadly deed a couple of times, I was just curious how others manage their grit to make sure they always have some available for emergency uses like quick clear ![]()
Deighton Thrane wrote:
I figured that'd be the best course of action. Given that this character is going to be a guaranteed target I don't want to risk any situation where I have to choose between Armor Class or using my primary weapons ![]()
so after looking through this thread and thinking about how I want this character to play this is what my level progression and feats look like so far
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Neils Bohr wrote:
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Deighton Thrane wrote:
Thanks for the tip about the darkwood buckler, I'm planning on doing just the 5 levels of gunslinger so I can add my dex to damage. I do plan on taking point blank shot at some point, and I may still grab it for one of my first level feats, but I decided against rapid reload at first level because it's weapon specific and I don't want to use up too many feats on something that limited at low levels, I want to get a double barrel pistol and use rapid reload for that, and I might take it again for a dragon pistol when I get one, but for now it would just use up a feat slot that could be used for something that would have more utility at low levels, I already use cartridges so my loading time is already down to a move action and that should be able to keep me shooting most rounds anyway for now ![]()
Thanks for the advice so far, I've been looking through my books and working on my overall plan for the character, and I've taken a couple of the suggestions I've gotten. I've upped the con to 14 and lowered int and cha to 12 and 10 respectively, I've also traded the criminal trait for adopted I could take elven reflexes to boost my initiative. While I was working on my leveling plan I decided to take my first Feral Hunter level at lvl 2 so I can immediately get the benefits of Feral focus and the ability to cast hunter spells, plus precise shot as a free feat without needing the pre-recs, that frees up my two level 1 feats for quick draw and something else, I haven't decided on the second one yet ![]()
I originally took the 12 cha to get a little more use out of skills like intimidate, but I guess I can afford to trade that for 12 con. I really don't want to lower int if I can help it, the last scenario I played was very rp heavy and as it was my character was all but useless with the limited number of skill points and the low bonuses on all the charisma based skills, and I don't want to limit that even more. The darkleaf cloth armor looks good, I'll definitely buy a set when I can afford it. The Far Strike Monk looks like an interesting idea but I'm more of a "screw the rules and get things done my way" type player so I wouldn't really work in a lawful aligned class ![]()
Hi, I'm looking for some advice for using my Gunslinger character, I've already used it twice and I'm fairly happy with how it plays, but I just want to make sure I've got him set up good before he hits lvl 2 and everything gets lock in place. I'd like advice for any changes you think would be good for the ability scores, as well as any suggestions for gear that I should buy. I'm using the Pistolero archetype and plan on taking 5 levels in that before taking levels as a Feral Hunter, also I need advice on general combat strategies to stay alive when faced with a GM that has a less than stellar attitude towards Gunslingers (since this is a very combat oriented character I don't mind being a target, but in my last scenario I barely avoided getting pushed off a bridge and this GM is not likely to back down from his "kill the Gunslinger" crusade)
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