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Mighty Wallop is alright, just watch out permitting its bigger brother.

Greater mighty Wallop can become rather frightening in the hands of a warrior with a big hammer.


Male human Nerd 2

Fair enough, glad to have helped in th creative process.


As to your actual question.
No. Eastern weapons are an addition to the rules rather than an assumed part of them. None of the classes that are not part of that theme (Ninja and Samuraisub-classes) gain proficiency with a large number of them.
However the vast majority of the 'classic' eastern weapons are available as either simple or martial weapons.

If your desire is to actually use the weapons you are asking about the best answer is warpriest.
If you are more interested in the spell casting aspects than the face beating then the various suggested Oracle/cleric options already presented are good.

Katana and Naginata are marital weapons if you use them in 2 hands.

Katana (exotic) is the favored weapon of Shizuru basically the samurai god.
The Wakizashi is not the weapon of any god and is exotic.
So you are likely going to need to drop a feat on it unless your GM wants to play ball.
Assuming your GM is willing you can purchase Wakizashi proficiency with 1500gp using a cracked Opalescent White Pyramid ioun stone.
This is of course assuming you have martial weapon proficiency.
(put it in a wayfinder or see if your GM will let you stick it in the pommel of your sword.)

Technically you could use this magic item to purchase proficiency with any number of finicky eastern exotic weapons.

Playing a Tengu to access the sword trained racial quality is also entirely workable in this case.

I vaugley recall some combination of tiefling bloodline and a trait that dropped non-proficency penalties to 0.
Also the Warsighted oracle ought to be able to burn martial flexibility uses for proficiency with whatever weapon you'd like to use.

the gnome racial trait 'master tinker' makes you proficient with any weapon you have personally crafted. Some obvious potential hijinks right there.


So magic items, knowledge and I assume spellcasting are the primary desires for this?

My suggestion would be wizard or Arcanist with investigator Empiricist on the other side.
They are amazing at skills.
As soon as you hit L3 you can take the infusion discovery for your investigator side and start passing out your entire list of potions to your party each day.
You also gain more spell coverage as the alchemist list has several useful spells arcane casters can't access.

Fortunately for crafting if you lack a spell required in a magic item you can substitute by increasing the spellcraft DC by 5.

I've personally found quite a bit of fun in a shaman/slayer gestalt as the two classes mesh together exceptionally well in both flavor and power.
You end up with full bab, all good saving throws, high skills, divine full casting that can steal from other classes with wandering spirit (arcane) and a familiar.

The "best" at everything is near impossible but hyper focusing your gestalt on one aspect (combat/spells/skills) is exceptionally easy and very difficult for a GM to deal with unless the entire party is built to one specific end of those points.
Never mind that Gestalt also brings the question of when your game is going to end as another judge of what class combination is best.


So this certainly sounds amusing, sounds like the sort of game where you could take a couple spins on the TVtropes page and come out with some interesting if contradictory concepts.

So what themes do you intend to primarily draw on for this game? Making a character that fits with the general thrust of the world is going to be easier if we know what you intend for that world.
Ex: the sort of character I'd make for a game influenced by say, Madoka is going to vastly different from something fueled by Kill la kill or sailor moon.

I'm not asking for a spoiler but it would be good to know how much nightmare fuel this setting is going to have.
Looking at your interest thread there was some comments on Kill as a bar for that, it would be good to know if thats changed since you were interested in doing this.


You'll also find the Maelstrom shield something quite desirable if you happen to like combat maneuvers.
Freebie trips are nice to have.

I'd still say your group looks like a trap finder would be appreciated. Any proper crawl isn't complete without a hefty number of horribly lethal traps. Eyes of the eagle are always good as well. Seeing the trap is significantly more important than actually being able to disable the trap. Though being able to both is very nice.

Its going to delay other stuff but you could also play around with a dexterity build.
The shield trained trait would let you finesse heavy steel shields which could net you dex to damage with agile enhancement or the unchained rogue's finesse training stuff.
Eats one feat at the very least and you are going to need at least 13 str to qualify for power attack/bull rush feats.
paired leveraging, agile steel shields would be glorious to see in action with shield master and the trip/bull rush feats.


The closest in game weapon I can think of to a "fire blade" would be the Laser torch
As stated above it has the disadvantage of not being able to add STR.
Perhaps you could use it as a template for how much your fire weapons might cost you.
The Stun Baton shares a type and does elemental damage at the same time.
While there are not exactly what you want you could likely work with your GM to get something close to what your desire.

the spell Holy ice weapon gives you a weapon made of frozen holy water that does a hefty chunk of bonus cold damage.
Elemental metamagic could change that to fire.


Amusingly there is also a force multiplier in this venture the Akitonian blade from melee tactics toolbox makes wushu leaps possible with several other classes as well as the ninja.

As to the core question I have no idea if this was ever addressed further by the paizo rules.


King Gopher
L1 gnome skald.
Feat is groundling.
Spend all of his starting money on gophers, badgers and moles.
Inspires his burrowing army with raging song.
Laughter


Hrmmm..

Well I had an idea for a cleric of Erastil fallen from grace and given a mission. Getting told to find a relic lost by another adherent of the same god in the dungeon of graves sounds punishing enough for an old testament type like deadeye.

He got to keep his powers at the very least though, it ought to not be that hard.

right?

Crunch wise I noticed that on top of not having a healer or an arcane caster that with the raw number of combat focused characters in this group it is criminal to not have some manner of bard in the group.
I'm thinking the Evangelist cleric would be a good fit with its full cleric level inspire courage.
I think I'll be going the route of a ranged weapon as your entire party seems to be rather heavily geared toward melee.
Well not sure if red feather is planning to go the throwing weapon route or not but still.


You campaign isn't viewable to the public. I don't do much on obsidian portal so I don't know the boxes you need to check on that.

I find your version of dwarves to be amusingly backward from the dour stereotype of tradition. I can dig it.


Archetypes are permitted on the randomized class. Take the Emperyal or Sage wildblood bloodlines to use either wisdom or intelligence as a casting stat.
Or take the Psychic bloodline so you can cast in armor and just use buff spells.

the dwarf Hardy racial quality is really good as well. +2vs spells, spell likes and poison covers a lot of terrain.


race: 1d8 ⇒ 8
class: 1d11 ⇒ 11

what is the history and culture of your worlds dwarves like? Tolkienian or is there some other culture or history I could draw from for ideas?
I'm not sure if I'll end up being a dwarf or just being from an area with a lot of trade from dwarves but I've been on a kick with the amusing cultures folks apply to that particular race.


A Samsaran warpriest could use flameblade to good effect.

Though holy ice weapon presents a viable second option if you want your character to go the strength route.
Downside is it hits normal AC but there is no SR.


Thats a fairly broad term.
Pathfinder has all manners of killing people with stealth.
What kind of stealthy killer would you like first off?


Glad my advice helped.


PbP games typically have one or more players drop after starting. I've seen several GM's on these forums take one more player then they intended just to serve as a measure against having to do another recruitment as that week long pause while a new player is selected can be pretty lethal to a PbP's momentum.
Plus if everyone is interested enough in the setting that nobody drops then its likely going to progress at a fairly quick clip anyway.


After scratching my head for a bit I realized PG on the end of that acronym for the hare was likely a players guide.
Turns out the Reign of Winter campaign introduced a half dozen optional familiars as cold weather options. You can get the book for free so its not likely going to be an issue to get it if you want to use that stat block.


So i just looked at that archetype and realized why I disagreed with it. Your BAB drops to the wizard level 1/2 ontop of losing a domain and medium armor proficiency. Also lose spont cast of cures.
In exchange you get 4 class skills (intimidate, bluff, K:Geography, K:Local) and 6+int skills.
I always forget how badly Paizo seems to overcost skill ranks.

The Herald Caller archetype gets a bunch of nice stuff for summoning monsters but more importantly it gets skill points kicked up to 4+int.
So that might also be something to consider.


One of the cleric archetypes from ultimate intrigue trades a domain and some armor proficiency in exchange for 6+int skill ranks per level. The Cardinal.
That would cover you on skills at least.
Take the dex route and use weapon finesse, eventually purchase an "Agile" quality weapon to alleviate your less than stellar damage.
Though if the GM feels like being nice you could also consider the "Guided" quality to get a weapon that hits and deals damage based off your wisdom.

As we are in a homebrew setting a reflavoring of the warpriest Mantis Zealot archetype could work.


They are a league of assassins in the GoT series that are masters of disguise. In a setting of nearly no magic their abilities of disguise are considered wizardry. No one can keep them out and those who know of them fear and respect them.
On top of this is the general tool kit of an assassin, stealth, infiltration and death dealing. There are several events in the show that reveal even one faceless is a threat to behold.

Got spoilers:

Also it really is magic which is why they are so damned good at what they do.

So I'd take the general idea is the more physical aspects of stealth will be first in our build?

@Browman
I'm still considering what I want to focus on as a spellcaster/ninja. Well past my thematic desire of paper. However I can say stealth synergy is quite attractive.
Hrmm.. I wonder if a familiar can retrain a feat. I don't often do touch range spells so having my familiar take the feat as well would be quite useful.

Though I think a big ol' wasp might be fun for a wizard pet.

Also was it you who wanted to do cleric?


Far as I am aware Deep magic is not available online barring you having the PDF.
Fortunately the portion in question relies less on the book itself and more of the theme I was pitching.
PM with the relevant chunk incoming.


they changed some of the races age markers. Tiefling Aasimar and Dhampir were some of the ones that specifically got a bump in the direction of human average. You might reconsider your limit on those.
You can see, here

I'd been thinking a wizard/paper mage.
Most of it would be refluffing of spells to fill the aesthetic over finding spells that specifically use paper as a theme. Though I'd likely do that as well.
EX: Acid arrow thats an ink blot, summon monsters that jump off previously drawn pictures, illusions of ink.

If permissible I'd be interested in using the Kobold press book Deep magic for their rune and ink magic spells.


As this is a 3.5 source will you be using the 3.5 deities or swapping them for their closest Pathfinder equivalent?


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Yeah one of the best parts about the game is the multi-faceted layers in the choices you can make.
Short of hacking the game to see all the dialogue trees actually finding all the secrets and seeing all the hidden bits requires dozens of game runs.
Even then there is likely something you will have missed.

Though I will fully admit to being too much of a weenie to do the genocide run myself. I'm not the best at 'bullet hell' type games and after watching a lets play of that side of the game I can fully say I'm glad I didn't.

I hadn't seen 311 before. Johnathan Young I've heard before but its always nice to see again.

With your mention of steven universe I wonder if you've heard Caleb Hyles version of Stronger than you? Its fairly fun.
He's also got a version of the undertale song 'His theme' which is a gut punch of feels. Also massive spoilers on that one.


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A shame. I was fortunate enough to be able to play the game blind.
It relies a lot on that first run to give a memorable impact.
I knew I was hooked when..

Seriously a spoiler.:

I killed Toriel on accident and restarted. Then got called on it in dialogue cues by that character and then Flowey when he showed up next.
That little flowers dialogue was dead on.

I've also been finding the fan remixes of the soundtrack to be on average of high quality.
This guy has done metal covers of the boss songs.
Asgore


Whats the level of optimization do you want for this?
The characters you have in your group seem to imply a decent level of it is expected and assumed but it would be good to know the line.

I was thinking a Dhampir oracle of Baccob could be fun.
All sorts of questions as to why on earth Baccob would empower an oracle in the first place. Kind of outside his normal MO and all. Feels like a fun place to start.
The magic item they have that removes the whole 'positive energy kills you issue' is additionally within easy reach at this level.

I had been thinking item crafting was a viable idea for a character like that and wanted to know if you were Ok with crafting prior to game or if you prefer that occur while the game was happening.

Though my elevator pitch might change if 3.5 stuff like Radiant servant is permitted. That was a rather potent prestige class for clerics and there is lots of relics from those books which might be fun to bring into this.


The most common enemy types in RotRL are big honking beatsticks and
buffed up enemy casters.

Lots of spells modifying basic monsters to make them more effective or monsters with spellcasting.
So dispel magic is very good to have.

If you can spend money/scroll costs on a few spells of permanency you'd find some use.Getting see invisibility, arcane sight and comprehend languages as permanent effects would enhance your abilities without taking up magic item or spell slots.
Beware enemy dispelling though.
As it seems fairly obvious based on your intent that you don't plan on making a caster bard any spell you cast that has a saving throw at this point is going to be mostly worthless.
At this point in the game if you haven't invested in your spell saves you are going to get laughed at by most level appropriate monsters when you have them make a DC 15-20 save.
You could likely go after cannon fodder with spells but then you have a bow. Why bother?

Dervish Dancer wrote:


Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.

So your shadowbard (who is emulating your performance) would grant its benefit to itself. As the spell has access to all the performances that you do and the only inspire courage effect you have grants those bonuses to yourself through battle dance.

As you don't have access to the unmodified version of inspire courage neither does the shadow bard who is using your characters abilities as a template.

Consider bards escape as an alternative. Just like expeditious retreat what it says on the tin isn't actually the best use of the spell.
Bards escape is mass dimension door, it would allow you to act and set your entire party up into the best battle positioning possible.

You are also missing out on the feat discordant voice. Which is amazing for a bard with as many attacks as you will have. Though it works best when the whole party can get in on the action.
Sacred huntsman and dual wielder sounds like they'd love some extra sonic damage tacked on for free.

You might find the Arrowsong minstrel of interest as an alternate route to AA.
As has been stated above AA doesn't net you much as a bard.

Additionally if utility is the desire the bardic masterpiece Arrowsong's Lament would let you do some interesting things.
Carry around a wizards spellbook of various utility spells and use Arrowsong's lament to prep them.

a few sets of Mnemonic Vestments (a steal at 5kgp) and a spellbook with bard spells in it would let you fill in utility gaps with your own spell list as well.

------------
And now some spell advice.

Disguise self is just going to get you caught by 90% of the stuff you want to sneak past as detect magic/arcane sight is a more common thing in high level.
Seeing through that illusion is just going to make them pay attention to you after all.
As a bard skills are your thing, if you want to have a good disguise have a good disguise.
Don't expect it to be useful unless the rest of the party has it as a skill though.

Grease has a save. Keep for comedy value if you desire but don't expect it to be of any use against monsters at the level you are.

Anticipate peril can be made significantly more useful with the addition of a lesser intensify rod (Lets you get a +10 to initiative instead of +5)

Heightened awareness is a better spell to have up if you don't know when combat will start/ might get ambushed. It can be burned for a +4 bonus to initative (which stacks with Anticipate) So you might consider getting a wand of it if ambush is your jam. The bonus on this spell is static and works just as well at CL1 as it does at CL21.

As blur and mirror image both accomplish the same thing consider Acute senses instead of blur. getting a +30 to perception for 12 minutes (Or double that with a lesser rod of extend spell)
Will turn you into an ambush proofed radar dish.

Slow, as above it has a save. Anything you are going to want to affect with it is going to succeed or totally negate you with spell resistance.
Assuming no one else has it in another form the spell Good Hope grants a Morale bonus to everything you want a bonus to. As bard song is a competence bonus it stacks and is a highly useful thing to have in your armory.

Unwilling shield again, has a save. Unless you intend to have a dominated troll or some other manner of regenerating beatstick following you to have fodder for the spell it isn't worth casting as it will just get ignored.
Plus if you have a dominated buddy you can just get them to wear an item of shield ally or something.

Deafening songbolt is nice, but overcosted.
No SR NO save damage spells spells are rare though so it could be a decent option.
Greater heroism is horrifying in the hands of an archer.
Personally I'd use the slot as fodder for Arrow songs lament so you can get a fun spell from the wizard list.
Communal resist energy could be effective for elemental encounters.

----------

Phew. That got long.
Hope it helps, bards are great and quite a lot of fun to play.
High level play just adds a monkey wrench to everything though as so much of it is making sure all your numbers line up and you are presenting your best edge in combat.
Rocket tag is in full effect at this point.


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Asking the same question with slightly different phrasing is considered insanity by some and science by others. It is also considers an insult by certain sects of Llamas.

This fact is endorsed by the Factsphere*.

*No its not**.
**Yes it is.


Assuming your GM is game with stuff from it the Martial focus feat from weaponmasters guide would let you pretend you had Weapon training so that you could then burn a feat to access Fighters finesse.
Which would give you what you want and quite a bit more.

Though 2 feats for such a thing might be asking too much.

You could also ask the GM what a size reduction enchantment like the Sunblade would cost you to toss ontop of the staff as it is now.
Though a better example of such size changing might be the fighters fork
As to channeling a blast through it the Conductive weapon enhancement would work assuming you have a method of making your elemental blast a touch attack.


Male human Nerd 2

I'm fine with 4. Worst case we pick up a few more with a recruitment.
Never mind that we did have a few more folks on this thread who could still be interested. So that number might change as I assume that players of this campaign get first pick on their interest in your new one?


Male human Nerd 2

I think I'll take Juna then.
It has been some time since I got the chance to play a warrior type and that glaive of hers looks like it can cause some severe damage.


A scroll of see invisibility and burning charges off a chime of opening would be something I'd permit as a GM.
The doorway states that it is closed and won't open to those not permitted. Sounds like arcane lock to me.


the spell Share Language would give it knowledge of a language.
However with an Int of 1 its effectively a mindless creature for terms of the types of commands you can give it.
Then stick a headband of vast intelligence +2 on it and will be able to grasp the gist of things.
Though if you wanted to grant some treasure your party was likely to use you could also choose to make it a +4 instead. Worth enough for L11 characters to take heed of and makes the worm smart enough that it could employ basic tactics and would permit it to follow more complex commands.


It would be nice to have a compiled list of the various houserules and changes we will be using before diving into this.

I'm thinking an Alchemist. With crossbows having a special place in the system for piercing I'd wanted to see how the Explosive Missile discovery plays with things.
I'd thought about a bolt ace but all that is going to demonstrate is that ranged weapons are OP with pathfinder ranged attack feats in the mix.

My other thought had been to play a summoner with a Weapon based combat pal/ horde of elementals so I could have them do stupid things and test the combat system with either a group of smaller opponents ganging up on a bigger thing or a bigger thing stabbing smaller things.

though looking at the party layout we could likely use a character capable of handling traps. I figure between a monk and a warpriest Perception would be covered enough that more of the concern would be disabling the traps rather than finding them in the first place.


Some good teamwork feats. Not all of them are specifically for ranged combat but they are helpful regardless.

Friendly fire Maneuvers
Coordinated shot
Enfilading fire
Escape route
Shake it off

At L3 I would suggest either Friendly fire tactics or Shake it off.
The first lets you shoot though allies without taking a penalty.
The second can grant you a +1 to all saving throws for each ally you are standing next to.
both are quite useful.

Or if you wish to avoid the complexity the Preacher archetype lets you trade solo tactics (and bonus teamwork feats) for a different ability.
I feel it is less powerful but useful if your GM is restricting which books your teamwork feats can come from.


If saving throws against magic is something you want to be good at consider playing a Dwarf.
They have a racial +2 to Magic (spells and spell like abilities)
There is also a feat Dwarves can take called Steel soul
That would increase that to +4
Additionally a dwarf trait Glory of the old
grants another +1 stacking to a +5 in total.

This would overcome your spell weakness and let you play a rogue without it being an issue.

If you'd prefer ideas for other classes to play I can provide suggestions as well.
Inquisitor with the Sanctified slayer archetype does a good job standing in for a rogue. They have lots of moving parts though understanding how they work can reward you with a lot of powerful tricks.

The Slayer class would do better in combat and have less moving parts to read an understand than the Inquisitor.


The size modifiers are as they are to permit characters of smaller sizes to be viable melee combatants without jumping through flaming hoops of system mastery. (Gnomes, Halflings)
Even with a Str penalty a small barbarian can manage to be decent in PF.
Conversely its to make sure that larger creatures do not instantly slaughter anything smaller than it.
EX: Most fighters of levels expected to fight a giant can take at least one hit from them before keeling over.
Conversely you have the Skyrim giants, which are frankly just one more boring overwhelmingly powerful monster. Well without investing massively into doing so.

It is also incredibly boring for combat maneuvers as larger creatures are Always going to win checks if the size bonuses increase. Even against stuff like dirty trick that makes absolutely no sense to be decided through a contest of strength.


They've got a post at the top of the site about it in red text now but its the humble bundles fault.


6000 as a 4rth level Pc character from the chart on this page

Cuz Spooks said so.

Though I do seem to have my purchases off slightly. I don't have 33 gold remaining, I have five. Must have missed some random item on my list.

Heres hoping basic magic items are not impossible to find where we are.


Name: Altair Mooncalf
Race: Male Human (City of smog)
Class: Alchemist (Archaic vivisectionist)
Demi-Gestalt: Oracle (Flames)
Ability Scores: Thief
Trait: The Hunter
Starting Gift: The Fitful Watch
Covenant: Children of the Sun
Backstory: A prodigy of violence Altair blended an academic upbringing with the feral teachings of the Blooded maiden's order. Combining ancient magics of blood and exploitation of anatomy the young man earned favor in the order, rapidly ascending the ranks and becoming one of the preferred hunters for missions of ambush.
Discovering the end result of the path he walked Altair abandoned the Blooded order unwilling to accept the hollow legacy he was fated to leave.
In the company of a pauper sun priest he found solace, that particular kind of madness appealing to the man lacking purpose.
It was then his Mark appeared.
The priest informed Altair of the Omen and gave him a finely crafted watch and told Altair that he needed it more, that the watch would show him a new path.
And so the man set off, feet finding the path few would follow.
Bearing the hope that somewhere in this forbidden place he might find an answer for the riddle of Old blood singing in his veins, gnawing on his soul.

Personality: Analytical, Sharp witted, Penitent, Sombre
Description: Short shorn dark hair and tanned skin of exposure, his right brow bearing a scar nearly bisecting his socket. Short for a man at 5'5'' he is commonly seen wearing a red leather coat a brace of belted on weapon bandoleers, a long sleeved brown undershirt and black gloves with leather boots to match.

Should have the sheet up by the end of tonight. Just need to get gear picked out really.


Hrmm.. Sounds like snake style might become an excellent investment for the dodge tank type. Attack deflection based on a skill roll and getting piercing damage on unarmed strikes could make for some fun times.


Fine by me, I'll swap it or keep it once you have a decision.

As to crafting/potions. Fair enough.

Would there be any issue to a human sub-race with the classic elf Array?
(+2dex-2con+2int)
Fluff would go something like:

This one hails from a distant city of smog that grew corpulent as trade from the sea and mercantile victories on land condensed more and more influence into the hands of the few.
Naturally the city grew to respect those quick and clever, but little was said on the toll such excess took on ones body or soul.

@Orntorias
Beastmorph doesn't stack with the Hunter trait Beasthood sphere.
Though I may well take it anyway as there is next to nothing else in the archetypes for alchemists which I can trade the poison abilities for something terribly useful.

I suppose I can try to make a poison farm in game to dull the costs on such things and permit me to take advantage of that part of my class features. It seems from the descriptions in the players guide that this campaign uses the Pathfinder Unchained poison track rules.
The fact that money and experience are the same thing in this setting makes consumable items really costly assuming players gain souls at the same rate in a group.

I'm also fairly sure I'll be taking at least a one level dip into Stalker now that I've looked at the class.
Well unless there is a initiator class that bases itself in Intelligence. That would make it get along much better with my Int stuff from alchemist.


Well I guess my alchemist gets to pretend to be a high caster until L9 then.

I'd prefer to trade the Brew potion feat for something else if that is viable then. Normally PFS alchemists trade it for Extra Bombs but that obviously won't work. Would it be alright to exchange for the Sphere focus feat?

And alchemical tools, which are mundane items?
Don't suppose you have the Making Crafting Work PDF? As normal mundane crafting takes an impressive amount of time to make things unless you heavily invest.
I'm planning on having a supply of fire/acid/holy water on hand in case a bad guy we encounter is suicidal to fight at close range.
It would be nice to know if I could build that little supply at 1/3rd the cost.

@Orntorias
As you seem to know a decent chunk about Path of war, any advice about things I might want to grab as a rogue type?
I don't suppose Island of Blades made the jump for 3.5?
I'll admit I've not purchased that 3rd party set so I know next to nothing on it but I did very much enjoy the BO9S which the PoW books drew their inspiration.


Consider the Arsenal Chaplain archetype. It would let you skip the feat tax and let you have weapon training outright.
You could use that to take deadly aim at L6 and Vital strike at L9.
The Startoss feats encourage that combination after all.

Well unless you plan on taking the startoss feats primarily for the damage boosts and are going to rapid shot/ TWF to output a crapton of stars in a round.
The Blinkback belt would be a handy stand in for your desired feat until you can reach it.


thats entirely fine. I was going to take Sorcery as a sphere and use the White dragon bleed damage thing as my go to.

*blink*
Are we permitting Magical Knack to work in a Spheres game?
I honestly didn't even realize that was an option.

Am I correct to assume that the Specializations for the spheres are to reflect the Incanter/Wizard class abilities?
If not I'd love to know what hoops I need to jump through for one of those.
Some of those are wicked cool.

As it is granted to me by my class will there be opportunities for my character to make potions in the future?
If such actions would be made difficult would you permit me to trade it for something else?
I'd been considering trading it with the Grenadier archeytype but none of the higher level abilities grant me anything due to the classes focus on bombs.


I'm not finding myself terrifically interested in this now that I've set out to build a character.
I liked the idea but I just can't find the fire I need to be certain that I'd stick around for this.

So I believe I'll be withdrawing from this.

@Trawlets
Sorry my friend, I hate to let you down but I'd prefer to drop now than lose interest three months later and leave you in the lurch then.

you will likely find a race other than ratfolk more useful unless you can convince one of the other players to roll one.


I am quite interested in this one.

I had an idea for a fallen blood hunter seeking a better way in the world.

With that in mind I'd like to play an Archaic alchemist with the Beastmorph and vivisectionist archetypes. (Man is that archetype pile-up ever going to be fun to write on my sheet.)
It seems to fit the idea I have in mind rather well.

I had a few questions on that though.
How would the Beastmorph archetype interact with the "Hunter" trait and Beasthoood?

As it was not changed would I be correct to assume that Mutagens will be staying the same for this game?

As this build encourages bleed damage I'd like to know if you would be alright with me selecting Flensing strike as a feat once I qualify for it?


Thinking on it would it not make more sense if we are using this as a test for your rules base line to stick to a point buy?
Not that I've any issue with rolls but having very high or very low stats would be another variable added to your test.

I'm assuming that familiars under your rules use their own HP/BAB/Skills/Saves from class levels?


Sounds fine to me.

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