I have a thematic idea for a PFS air kineticist that goes a bit like this:
- A chaotic neutral dwarf with 5 charisma whose air blasts are fart blasts (or electric blasts are brown lightning that smell much worse than ozone).
I’m not too concerned about hyper-optimization and it's not meant to be mechanically different from a normal air kineticist, It’s just a fun concept I had floating around. I wanted some more ideas for flavor that would fit this character if anyone has some.
I’ve hit a bit of a conundrum with PFS recently and I wanted to get a few serious opinions on the matter. A little while back, there was a thread called “Season 9, The Year of Research?”, and one of my friends (second post) basically said he hated all the skill check marathons that PFS was doing that season and got plenty of flak for it. I had joined in on the thread, but I think I just derailed it further, so I thought I’d make this one instead. Season 9 has been favoring skills over combat from what we’ve experienced head-on, and a couple of people in my group have gotten sick of it, myself included.
I’ve gotten to the point where I’ve made an investigator just to get through the skill marathons and dialogue. His gimmick is this: although he’s a decent investigator, he hates his class, is unsociable (7 CHA), and is just in it for the money (Chaotic Neutral). Even though I picked my skills well enough, it hasn’t made the first scenario I used him in any better aside from speeding it up a bit. We ended up skipping the first 2 out of 3 combats because of this, the last one involving acid-resistant swarms that we we’re woefully unprepared for, all the while making me wish we ran something else. Being a video gamer growing up and jumping onto the tabletop RPG train later in life might be the reason, but I don’t enjoy foregoing combat in favor of a bunch of skill checks and huge streams of dialogue, which can turn into watching the GM and the skill monkey player talk back and forth for 50+% of the session with little else to do for everyone else (fun fun).
Bear in mind, I don’t dislike role-playing characters as a whole, it would be boring just playing cardboard cutout classes, but the method that some of these scenarios do it just upsets me to the point that I’m wondering if I should even continue PFS at all. What baffles me is how almost nobody else feels this way from what I’ve seen online, either they’re a silent minority, or they get shouted down otherwise.
So out of curiosity, am I the dumb one for feeling this way, or is there anyone that gets this vibe as well?
With the aforementioned wizard, I didn't try to specialize too much (Magic Missile aside). The problem is, I have this mindset in PFS: being a jack of all trades works about as well as hyperspecializing in something that isn't an immediate concern. For example, switch hitters are almost always going to be worse in both melee and ranged than if they primarily used one of the two, and against BBEGs, that becomes a problem. Skill DCs often have at least linear scaling with scenario levels, so I feel like I'm spreading my skill ranks thin if I dip into a skill.
Tying into what Davor Firetusk said, if that DC starts going over DC 25 (there actually WAS a DC 40 Survival check in a 5-9 scenario I played recently, no other skill option), that skill rank isn't succeeding at anything without other bonuses thrown in at the right time.
The "always someone better at the table" idea hanging over my shoulder along the way doesn't help matters either.
Harold Ervin wrote:
Reminds me of when I had played Birthright Betrayed with a wizard specializing in Magic Missile (it was either that or a BSF). My wizard had the big 5 knowledges tailored for monsters, not for figuring out "whodunit" or "whydunit". Now imagine how I felt when I was told at one point, "You can make a Knowledge (Geography), (History), (Local), or (Nobility) check.", FOUR out of five knowledges I didn't have. I would've been banging my head on the table if it didn't disrupt the session. That was pretty much how I felt throughout 3/4 of that night, and I've been dreading season 9 scenarios (or any skill/dialogue marathon scenario) ever since.
What bothers me the most about it is that Pathfinder is a high fantasy setting; with magic, mythical creatures, and a world where the sky's the limit on what writers can create within it, not entirely restricted by real life conventions as a direct result. But nope! We gotta go around the city to figure what this random, obviously evil dude did in Dicey Museum #627 in a setting that might as well be in a realistic fiction game for all it accomplishes.
I don't mind some skills or dialogue in a scenario, but not if it comes at the cost of watching one skill monkey at my table stealing the show and turning it into "Let's listen to him and the GM talk back and forth for 3 1/2 hours straight!". Now I'm half-tempted to make a joke character investigator to push myself through these kinds of ordeals.
Kitty Catoblepas wrote:
You can't break a glass cup (vial, bottle, etc.) by dropping it on a stone floor unless you drop it from 10' above the ground.
A bit late stating this, but that also means you can drop 9 feet on your head and not suffer any damage, and that there's no difference in fall damage in general outside of 10-foot increments. I think I've seen only one instance in Pathfinder of a drop not being a multiple of 10 feet (15 feet in that case).
You could have a rogue use the toothpick and get in a sneak attack (they could try to jab it into the jugular vein or something like that).
Three more examples.
Something else I remembered.
Pathfinder says you need to eat a pound of food each day, with barely any regards to calories or nutritional value. You could eat a pound of fruit salad and be like, "I've eaten about 500 calories today, tops. Y'know what? Let's go walk 24 miles to this dungeon and burn about 5 times that many calories along the way!"
I wouldn't mind more Hybrid classes provided they're well done. None of the "let's just smash the core features of this class onto the chassis of that class" that so many of the hybrid Archetypes did, but more stuff like Swashbuckler, Warpriest, Brawler, and the like (giving its own twist to the combination) would be cool.
Exactly, this is what I meant by ACG being rushed out: besides editorial issues, the hybrid classes suffered from the problem you described (like how bloodrage is just a fancy pants name for rage). Just about the only hybrids that aren't terribly base-breaking are the investigator and slayer. After that, your mileage varies heavily on what hybrids are good or bad.
So, over a few recent game sessions, someone in our group brought to light how silly the physics in this game are beyond magic, obviously. At first, he pointed out that earth elementals can swim just fine going by typical swim rules (y’know, despite being a bunch of rocks), and that a colossal creature smashing a diminutive/fine swarm does no damage whatsoever. Then I realized going by the logic of that first part, lead golems don't have any issues swimming either (they have +8 to swim from STR).
I decided to post this online partially for a quick laugh, and partially to see what other examples of “Pathfinder Physics” anyone else can come up with.
So in a PFS scenario yesterday, I used a waterproof hooded lantern since I think those are a better long term investment than sunrods. I told my GM and he said oil can't be conserved, so if I used the lantern for 5 minutes, it might as well be 6 hours for purposes of how much oil was used. I searched online and couldn't find any hard-set rules on lanterns and oil incrementation and its been bugging me since (yeah oil is 1 sp, but OCD wins out). Is there any kind of rule for this, or did the GM hit the nail on the head?
My GMs don't do this all the time, it's just sporadic when it does happen, so I just decided not to try repeatedly most of the time. Then again, they told me at one point "you need to learn to take 10", so that isn't exactly working out.
On the subject of take 20s, most of our buffs rarely go above 10 min/level. Take 20s aren't an issue if they do, otherwise, that's what Read Magic is for. I'd much rather have it ready to go than say "Sorry, I don't have that as one of my 4 cantrips today."
This is a topic I brought up in a game session a couple days ago. I've never created a spellcaster that didn't have Read Magic on him/her at all times (barring 4/9 casters), and with one tentative exception, I'm the only one out of 10 or so people in that group that does so. My main reason for this is that Spellcraft checks to identify spellbooks and especially scrolls are steep at low to mid levels. Even if it weren't difficult, sometimes a scroll could be the solution to an obstacle with no other option, and a 5% or 10% chance of messing up the Spellcraft check to identify the scroll otherwise is too much IMO.
Sir Thugsalot wrote:
Dipping barbarian (or other gets-mad splat-class) on an odd level while taking Extra Rage and plunking down for the Furious enhancement is a right darn quick way to pick up att+4.
I would if I had planned for that. Multiclassing isn't something I'm comfortable enough to do on the fly yet. Doesn't help that I have +1 Light Fortification full plate already.
Ferious Thune wrote:
True, I would have to give the wand to someone else before combat. My fighter doesn't have UMD since I'm trying to maintain Perception, Knowledge (dungeoneering & engineering), and Survival, so he just drank potions here and there. As long as we don't get ambushed though, the wand is an easier investment.
Good point on the wands, I'll invest in an Enlarge Person wand since it's my go to buff (that'll leave me with 20 Prestige).
- I did have plans to make the longbow adaptive, I can just sell the mithral longsword to balance out the cost.- I have 2 clubs for DR/bludgeoning or sunder effects, and DR/piercing is so rare in my experience that I haven't bothered with it. I didn't mention them since they're free & found almost anywhere.
So far, I'm leaning towards the gloves of dueling Ferious mentioned, and buying a silver weapon or arrows to replace the mithral sword. IMO, getting a scroll out and handing it to a caster takes time and knowledge of the target's DR, not that it matters if I make the adamantine sword +3 or +4. Many of the encounters I've seen at least halfway through scenarios are different from what is told to the party at the beginning (and we're not exactly known for our scouting skills).
Ryze Kuja wrote:
A lot of those feats I just picked up as I leveled. Again, first character, I didn't really know how to plan ahead with feat trees. That said, I'm skeptical with the shield bash line since many of my enemies at this point had DR/adamantine, DR/-, etc. and I didn't build this character with that in mind anyway. My character has done surprisingly well so far despite all of that (he does use potions of Enlarge Person like you mentioned). I'll try the feats you recommended, maybe retrain an existing feat to help, and see if that gets me anywhere.
Ferious Thune wrote:
I had a bit of trouble with money management early on (first character), so I'll be hard-pressed to sell something to make up for the difference unless I decide to trade the mithral longsword for silver. I forgot about the gloves of dueling though, so I'll probably invest in those first and get holy later on (assuming I play this character past level 11).
Ryze Kuja wrote:
Right now, he's:
Human Fighter (No archetype)
Not counting consumables or mundane gear, his other primary items are:
TL:DR - He's a sword & board tank who can fall back on bows if running up to enemies doesn't work.
If there's anything else I should include, let me know (I'm a noob with messageboards).
A half-orc alchemist threw our gnome into combat as a weapon, which worked surprisingly well.
Early in my PFS days, my fighter dropped his weapon and shield, ran up to a young/very young white dragon, grappled it, and then pinned it to the ground while the rest of the party wailed on it.
Almost forgot, but enemy rogues with no ranks in Perception. (Really?)