I am looking to make a versatile heritage human taking unconventional weapon and weapon proficiency at first level. The unconventional weapon I want is Dwarven Waraxe (it was the weapon this character's father wielded in PFS 1 and he has inherited it).
[PaizoCon 2019] Pathfinder Society Scenario #10-98: Siege of Gallowspire (for levels 15-16, CHAMPION) - Sunday evening, 7:00-11:59 pm, 2019
[PaizoCon 2019] SFS #1-23: Return to Sender Author Edition with Natalie Kertzner (for levels 5-8) - Friday afternoon, 2:00-6:00 pm, 2019
The local store I play at have a constructed event for all the sets called Infinity Challenge, we built teams that revolved around the Infinity Stones. A pretty fun event. But anyway, after wards the TO and I were discussing Wizkids product lines and the future of Dice Masters and Star Trek Attack Wing (especially with Gale Force 9 getting the board game rights). We began to talk about Pathfinder Dice Masters and Pathfinder Attack Wing. To us it made sense since you guys already work with Wizkids.
Have you guys ever discussed something like that?
Also, I am looking to trade. I have a feed for Uncanny X-men and Justice League on order so what extras of those/what I'm missing is up in the air still. Age of Ultron however, I have a couple extra rares and I'm looking for rare Hyperion. If you still play that is.
I went to Paizocon last year (2014) and I recieved a chronicle that allowed me to select a trait from Mummy's Mask AP. Knowing that we are limited to the guide, web traits doc thing..., and chronicle sheets. My question is this; is that a valid chronicle for selecting traitrs? I haven't played core yet and will be doing so next week for the first time.
Since PFS is the only place that this spell is outright banned RAW takes a backseat to the GM. Like most things of this nature it is the GM's call if they allow it or not.
In games I run if a character is reincarnated we look at the character and make a judgment call about what works and what doesn't. For racial heritage I'd allow it because that is your ancestors, well most likely grandparents and on. Things like a dwarf's hatred ability I see as you were raised to hate orcs and goblinoids, that hatred doesn't go away just because you became a halfling. Likewise I've not given the pc's things that they would have learned as being part of the race, racial weapon familiarity or defensive training for example.
This approach has worked fine for my games and it makes the reincarnated character pretty unique.
But that's just my 2cp.
I couldn't be happier with the timing of the release on this. I have one more level to run in Emerald Spire then my turn is over and I will squeek in the one session played requirement to keep going. This class looks really cool. However, I am a little disappointed with the lack of comparisons to Jedi Consulars with the Aether element. Get me a Force Choke ability (non-lethal to leave them staggered for a round spending burn to deal lethal and actually make them not breath) and this book is worth it for a chance to play a mix of Obi-wan and Vader alone.
So I am trying to figure out which of my way too many PFS characters to bring with me next week... Holy cow, it's close.
I'm also playing in the 8am Saturday slot for Vengeance at Sundered Crag. For that one I have an 8th Level Rogue/Gunslinger, 8th Level Investigator and a 10th level Swashbuckler/Rogue/Bard. Depending on the retired scenario I may have a 7th level Samurai as well.
I think I posted this in the wrong early arrival thread as it got taken over by posts about gaming. Which is great and but we have the weekend for that.
So I'm going to start (and any help here would be great too) looking into doing a walking tour of the various craft breweries (which I'm sure Seattle has plenty of) and coffee shops. Does anyone have interest in doing that?
Readied attacks will also help. I'm running a RoW campaign and I've seen first hand the damage a brawler can put out. That extra damage as a penalty to grapple checks will be huge.
Plus don't forget that if you are moved into a dangerous area, which a flying creature trying to lift you off the ground counts as, you get an immediate escape artist attempt with a +4 bonus as a free action.
Wand of Grease or oil of grease (which is definately a thing), for those "Oh look it's the flying grappler again" moment to coat yourself to gain that +10 circumstance bonus on escape artist and CMB attempts to break the grapple and your cmd to avoid being grappled.
I like the half-orc for Inquisitor. Their favored class option is great. If you are allowed the Bastards of Golarion book the Desert Orc makes good sense (depending on where you're from that is) Granted they give up Intimidating for a +2 to Diplomacy but Both the favored class option and Stern Gaze more than make up for the missing +2 racial to intimidate.
I know that their normal type is Native Outsider but I wasn't sure if with the PFS ruling that they are half-human if that meant that they also gained the Humanoid subtype (like Aasimars can with the Scion of Humanity alternate racial trait). Along those lines would spells like Charm Person and Hold Person or Favored Enemy: Humanoid-Human work on them? Cause if they do would it be reasonable to assume Racial Heritage would apply as well since those abilities rely on the Humanoid type?
I apologize if this has been asked before but my google-fu failed me this morning.
With the FAQ that Aasimars and Tieflings are half-human for PFS does that mean they would be available for the racial heritage feat.
While looking up Pathfinder Modern I came across this so let my try a couple of these:
Asmodeus: Number of the Beast - Iron Maiden
If this is going to be undead heavy Ghostvision Gloves would be a worthy purchase for 4k as a standard once a day you can select one undead in range to deal d12 for channel damage instead of d6... so 17d12 of explosions. This lasts for 10 rounds and you see all undead within 60 feet. Downside you are treated as blind to everything but undead during this time but if you had tremorsense from something that would be a fair trade off. Also with the channel force feats you can safely stay far away and blast away.
Scribe Scroll isn't a bad choice in my opinion. Since you have access to all your spells (except alignment restrictions) any down time could be . spent writing those useful but special situation spells onto paper. Spells such as diagnose disease, detect undead, endure elements, bear's endurance (seriously who prepares that) or spells like restoration and raise dead so if someone bites it you can take care of it freeing up spell slots for other stuff.
For an Inquisitor I would go Half-Orc. Their favored class option is probably the best of the core races. You get to add 1/2 to stern gaze and monster lore. I'm playing one now and I can rival the wizard on knowledge checks for monsters which is very handy. If you can use ARG for core races I would also recommend looking at switching out Orc Ferocity for Acute Dark vision, you can get Skilled (as a human) or Low light vision for human and give up Intimidating for endurance... Inquisitors will over take the +2 racial for intimidating.
For your domain I'd recommend either Protection to get a scaling +1 on saves. It is a resistance bonus so it won't stack with cloaks but it frees up the shoulders.
Travel always a good choice and if you can take inquisitions conversion replaces WIS for CHA when making bluff, intimidate and diplomacy checks. You might not be the prettiest but you still know the right things to say.
They might be one of my favorite classes.
I am reading this on my phone so I skipped some of the spoiler tags and I apologize if it has been covered. What about also adding new ammo? Maybe craft ammunition to create magical ammo. You could make arcane mark bullets they don't damage a target but makkes it possible to track someone, glitterdust rounds that could be used as a breaching or flashbang shot. Beanbag type rounds for nonlethal damage on a crit they would stun a target. I'm not advocating fireball rounds but some of the utility spells could make for fun swat team times.
I had one of these is a homebrew game I played. I went dervish dance and focused on int and dex. So much damage potential when you crit with a +2 Keen shocking scimitar spellstriking with shocking grasp especially when you can drop 2 arcane points to make it a x3 multiplier... so many d6's so many.
Anyway I found the lower AC an issue in this campaign since our GM started an arms race/play ultra fast and loose with the rules with us (which as a player you can never win) and as such the game just fell apart... That's a side point. But to get around the lower AC issue I took extra arcana then spell blending (the arcana where you pick up to two lower level wizard spell and add them to your spell book as Magus spells)to learn Mage Armor and Darkvision. This brought my ac to a respectable 26 and 30 with shield.
You also get the huge boon of so much extra gold. Since you get the free automatically upgrading magic weapon an adding int to your dex for AC. You don't need to worry about buying those items and are freed up to purchase other items you've always wanted to but needed to save for upgrading arms and armor. This is a great side benefit.
With my character there were also tons of bleach references to the point where when I'd get back up after being knocked out I'd start playing number one and going nova
Um... what does MAD stand for?
Ok now that my confusion has been addressed. I'm not too sure as to the order of getting the levels. So far I'm leaning towards 1-3 Lore Warden, 4&5 Bard. That's about as far as I've gotten however.
After posting yesterday I figured out that this multi-class combo will give pretty good saves all around as well.
This is something I was looking at as well actually. The build I am thinking is Lore Warden 7/ Archivist 5. Decent as a secondary damage dealer and more of a skills focused character.
While Bards are charisma based you can get come useful spells to buff your party. By 5th level you just reach 2nd level spells so a CHA of 12 (14 with a headband) is all you'd need. You get at least one extra 1st level and with a cha of 14 you'd get an extra 1st and 2nd level spell.
The advantage is you get to be a solid skill monkey.
I'm not going to pretend to know if this is your line of thought but it is mine.
Along those lines maybe an "Ultimate Prestige (Classes)" book. Something that brings them all together and updates any that were released under 3.5 rules. Maybe one or two more as well.
Tharg The Pirate King wrote:
No adding Bane does not make it evil. The rule or idea that you are thinking or being told is that of a Ranger and chooseing a favored enemy that is same race. In that situation you have to be evil to take you own race as favored enemy. Bane the magic item does not make it evil it uses Conjuration and Summon Monster as its prereq so it would not have any way of becoming evil (unless it was an inteligent weapon).
Excellent, thanks for the info. I hadn't been told anything about it but I was thinking along those lines. Wanted to check with the collected knowledge of the interweb first.