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955 posts. Alias of Noireve.



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So I was lookin at the spiritualist and I was thinkin... huh?

It literally seems like ANOTHER pseudo unchained summoner. Like an alternate class of the summoner.

Is the spiritualist really different enough to warrent a newbclass or should it have been an.alternate class?


So I have seen in my few years many a person demand or get annoyed at not getting stuff from another player. Examples include:

Cleric/Oracle buffing self and not martial

Alchemist not getting infusion asap

BSF/Glass cannon not spending turn/AoO to move into flanking.

Wizard not preparing haste for the fighter

Ect.

So qhat do yu guys think? Are you obligated to break from your theme or build or whatever to give someone else something?


Ok, before we derail the favorite class thread, let us put all Unsummoner hate and ranting here.

I hear venting is good for the heart :p

Personally.... i hate the class... it lost a lot, gained nothing, amd has forced RP tied to it (has Paizo not learned that Alignment restrictions are NEVER popular?). To top it off, they did nothing about the REAL power of the summoner, the Master Summoner. Master Summoner was the real power house of the base/ synth/ master trifecta. So it is still OP as hell...


So... I have noticed....

Alchemy is the only form of "magic" that has gotten little love...

Psychic- 5 classes.

Arcane- 9 classes

Divine- 8 classes

Alchemy- 2 classes.

Out of all the forms of magic... alchemy only has 2... and they are not all that different when it comes to alchemy (the Investigator is identecle to the Alchemist when it comes to alchemy).

No 4 level alchemy, no "Full caster alchemist".... nope.

So you guys think there is going to be any expansion on Alchemy or are we just going to be left with the ALchemist and Investigator?


So we got a little variety now. We got the addition of Psychic Magic so I was wondering, what is everyones favorite type of magic?

Personally? I love Psychics. They are cool with lots of flavor. Sure, not as powerful as most of their arcane counterparts, but they are just cool.

Oh and vote for your favorite down below :) hit favorite for the types you like!


So, we all know the Razmiran Priest is a solid archetype for giving the sorcerer untold versatility.

So, what about the Mongrel Mage?

Linkyfied for your convenience

This guy has potentially untold limits of versatility. Have every bloodline at your fingertips? Yes please!.

I mean, with all the bloodlines Paizo has now, that is a lot of potential mixing and matching. The fact you get the bloodline spells too (at a rather slow rate mind you) is super nice.

So what do you guys think of this guy?

Additional Thought #1: This guys works really weirdly with Psychic Bloodline....

Additional Thought #2: Have they ever clarified how this guy works with Dragon Disciple... if at all...


So... I was thinkin...

It seems alot of people are like... really hung up on the rogue and its existance. The question I ask, why bother? Why bother with rogues anymore beyond the name? I mean, between Alchemists, Investigators, Slayers, Ninjas, Bards, swashbucklers, and the urban ranger... what is the obsession with "must be rogue?"

I was thinkin this after lookin at the "Rogue BBEG" thread... I mean, beyond having a semi-interesting theoretical thought build... what is the point? Pretty much consistently, the other classes fill just about any role the rogue would fill but better as a BBEG. So why the stubborness on "MUST BE ROGUE!" beyond being able to write "rogue" on your character sheet?

Hell, I feel that the NINJA is a strictly better rogue in 99% of the circumstances (except the odd Thug Intimidate build). Both flavor wise and mechanically. You just reflavor the "eastern stuff" as simply a "subtley pool" and stuff. Hell, a level 20 Ninja is utterly terrifying actually and honestly, MUCH MORE FLAVORFUL THAN THE ROGUE capstone..

I mean... really? How is this:

Master Strike (Ex) wrote:

Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:

The target can be...

put to sleep for 1d4 hours
paralyzed for 2d6 rounds, or
slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

anywhere comparable to this:

Hidden Master (Su) wrote:

At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.

I mean... that could force a player to drop a whole 10 Constitution... that is 5 hp per HD. With NO SAVE. Oh, and all her strikes are pretty much going to be sneak attacks. Combine with the Shuriken builds, you can pretty reliably drop ALL a persons stats by 10 in a single turn... with NO SAVE...

So what do you guys think? Are people too hung up on the name "rogue" or is there some other reason for the insistence of rogues?


So, very simple thread discuss your favorite weapon and why? Is it purely for optimization? Or maybe you are a follower of the rule of cool. So, what do you love?

As for me? I love me the Sword Cane. As an avid lover of city based games (I still love my Cityscape book...) and the Investigator class, the sword cane is just pure badassery. You walk around lookin sharp and snazy, but of combat starts, yu suddenly bust put your sword and the enemy finds out you got a mithril chain shirt under your formal attire while rest of the banquet goea wild... yeah... pure awesome....


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Well this is depressing...

After all the years the Ninja and Samurai have gained... 0 new features and only 1 archetypw (Sword Saint Samurai) that is not very good...

Heck, the Anti Paladin has a 4 archetypes...

Where is the love for the ninja and samurai? Havw they just been thrown away by Paizo?

Especially the Ninja... I mean, they could done a lot with the guy in archetypes to effectively treat him as a "un chained rogue" before PF unchained... the Ninja was Awesome before...

So why u no love azians paizo???


So I have seen two... rather contradictory responses regarding martials and items...

1) Martials can do al sorts of stuff! Ypu just need (insert shopping list here) and your good! And if your a (insert mundane here) ypu should use items!

2) I hate the idea of magic marts where you can get whatever you want tailor crafted for you!

The problem is... they tend yo be rather... contradictory.... without magic marts to get whatever you need on demand... the gear argument falls apart for the mundane...

Ironically these leads mundanes to be WORSE in low magic type games vs high magic games...

So what do you all think of this little conundrum? Are martials doomed in low magic/no item malls without giving away freebees?


So I was thinkin, what would be some awesome style feat ideas?

I was thinkin something like the Kaioken or something would be awesome.

The first feat could be an ability that allows you use a move action to charge up some number of Ki points that are temporary that you can use to fuel an ability.

The next feat could increase the effective level of an ability that uses the temporary points.

The final feat could be an ability that super ramps your ki to create a whole lot of ki but leaves you exhausted at the end or some other harsh debuff (much like how Goku's kaioken leaves him drained)

What do you guys think? What other styles do you think wpuld be awesome?


So as to not derail the monk thread to much, this thread is for discussion on specifically the notion that the Extra X feats were too powerful and as such, future feats need to get toned down (as we see wit all the restrictions on the Knieticist feat) or just not exist at all (as is highly likely for the Vigilante).

Do you think they are/were too powerful or is this a whole lot of Hwash (:p)?


Put a gold coin infront of it.

*ba dum tssk*

Ok bad joke...

Anyway.

So simple question since im curious. How do you or your GM run dragons? Ive noticed there is a wide variety in ways GMs run how dragons act/fight .

Do you run them big monsters? May ypu run them as harsh add off they were your PC. What do guys do?

Oh and side question, what is your favorite dragons?

Me, I'm brutal with my dragons. But my favorite "normal" Dragon is a blue so i love political stuff lol. My FAVORITE Dragon is a fairy though


So,.in another thread some.mentioned taking a Ad. dagger and strappin it to a.pole as a trap detector.

So my question:

What other funny, crazy, r creative uses can u think of for our humble friend, the Adamantine Dagger?


So this is a fun little diacussion on our lords and saviors, goblins!

First off, do you like goblins?

Do you uave any particulair goblin characters that you like?

And most i,portantly, is it just me or are goblins STUPIDLY SCARY if you give them a iota of intelligence?

WHY? At level 1 you can have a 13 stealth bonus before feats and with minimal work. Just give it a 16 dex before racial mods...

If it has a decent intelligence score it could potentially be intelligent enough to fight intelligently... and 3 of these goblins could.probably wreck a level 2-3 party with that stealth score.... 3 level 1 goblin slayers... ouch...

So yeah, goblins, gotta love them

Oh

P.S. Goblins>Kobolds


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So... I never noticed this..

Scroll Down a little to below the archetypes

So.. I did not know they made this...

It seems.... weird.

What do you guys think? These seem cool or really a poor implementation?


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Ok, I know these poor guys tend to get a lot of flak but you know what? LETS GIVE THEM SOME LOVE! So what if your favorite?

Imma put a reply for each martial type, just favorite the ones you like! Let see who is the popular football players here lol.

EDIT: Oh and FYI, Chained and Unchained are kept seperate due to thigns like both chained nd unchained monks being effective but different.

Oh and its not just base class. You are free to consider arcehtypes as well for this decision


Back in 3.5, the process to be a lich requires specific spells.

Well now, that is not a problem so we can create some interwting lichs.

So the question for you guys. What are some fun ideas you can think of to throw off the "oh its a lich! So it a powerful arcane caster (sorc, wiz, arcanist)" and mayne catch the party off guard while still being somewhat accurate (i.e. fighter lichs).

For instance:

Werewolf lichs

Seeing a lich in robes... only for it to charge at you with a sword (Kensai Magus lich)

Psychic lichs!!!! Hm... psychic demilichs hehe... psychic skull lol

Alchemist lichdom?... how would.ot ingest its elixors?... hm....


So, love it or hate it, Vancian Magic is just a completely weird system. It makes really no sense and can be quite jarring to a persons immersion sometimes. The "pseudo vancian" spontaneous casters are very much the same way.

Unfortunately, it is too engrained in PF now to do anything about it, but if you COULD replace it (say in PF 2.0 or something) what would you replace it with?

Words of power?
Power points?
4E style "encounter" limitations?

What do you guys think? Or is Vancian really the best bet and just kinda have to live with?

Me, personally, would do a mix of PP and WoP. Each segment has a PP cost attached to it. You only have so many PP. You are also limited on how many points you can spend at once (much like psionics). You mix and match as you see fit.

But that is just me...


Ok, so with Lunar Oracle and now anyclass what already gets an AC (yay druid VMC) that goes beyond level 20.

Also with Evangelist you can push prestiges beyond their intended limit, so... how do you guys handle something that, quite literally, goes off the chart?


So... Ive seen a lot of discussion on just about all the ACG classes... except this poor guy. He is almost never mentioned.

So, what do you guys think of him? Is he meh, ok, bad, or decent? And do the new VMC rules change much to help him out (like taking a class that also grants a AC to stack levels or some such).

On a side note, i feel like a dip into mammoth rider with a python companion seems legit... give iy the constricting horror or whatev chain... seems decent.


fighter wrote:

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

So many have mentioned that the fighter is no master of war. They are decent themselves but beyond that... they are negligible in the sense of a Warlord. So my question to you:

Who IS the true master of war?

Lets keep this limited to Mostly martial types as well. So, while yes I know the first answer will be "wizard because Battle field control" but we looking at the guys who are focused on fighting.

Personally I see it as a Toss up between:

Cavalier
Cavalier+Bard VMC into Battle Herald
Brawler
Bard (flavoring him as a motivating general of armies)

The reason I am thinking Brawler also because he can shift up his abilities as he needs to, adapting to the battlefield and being what the combat needs him to be (guy with big sword? DIsarm feats. Lots of guys far away? Archery feats, ect.) at that moment. Sure not as motivating as the Cav or Bard but he is adaptable, which a War Master needs to be (cant depend on CHARGE!!! all the time...)

So what do you guys think? Who is the true master of the Battlefield?


So the pally thread got slightly derailed by this discussion.

A lich's alignment.

Do liches stay evil or can they shift?

For instance:

The wizard on the verge of a break through discovery but has a failing body.

The kindy witch that guards a small village from the, rather strong, monsters in the wood.

The loyal arcanist that undergoes the transformation so as to watch over his kings tomb and artifacts stored within so they do no fall into wrong hands (what self respecting mage becomes a mummy? Lol).

A passive lorekeeper, that had become a lich since long forgotten to record the going ons of history and maintain all the history in a long forgotten tower library (you know, typical fantasy trope thing?).

Do they all become villainous evil people, or do they bounce back after a time?

Liches in particular seem odd since... they dont have any unnatural drive like other undead (vampire and blood, ghoul and flesh, ect) so they can actually live even more saintly lives than mortals (they can never be discouraged by hunger, they never tire, they have no desires of the flesh hehe... they have, almost, no fear of death, i feel like pain is a very minimal thing to them..)


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So I havent had a huge experiance with VMC yet so I was wondering, what fun things have you guys found with VMC?

So far I got:

Cavalier+Bard VMC=single class access to Battle Herald

Monk + Paladin VMC=single class access to Champion of the Irori (if REALLY late...)

Mesmerist + Cleric VMC can make for an interesting Umbral Agent (lots of stealth+gaze attacks+interesting spells)

What do you guys got? What are some combos you found?


Ok so this is kind of a rant on how D&D dual wielding makes no sense at all... like its not at all how dual wielding work...

For reference:

I have provided some good education for yous all.

So with this in mind, it seems to me that dual wielding shouldnt be about "herrr derr I gots more weapons so I hits more!!!" But should actually be "I have a second weapon so i can control you more and get in". I feel like this would be much better represented with a shield bonus while dual wielding and eventually a parry+reposte mechanic when fighting defensively (for S&B fighters, this shield bonus would have an exception to the normal stacking rules that allows this bonus to stack on top of the shield bonus from shield itself).

Now about that Parry+reposte mechanic... the fact that swashbucklers are NOT supposed to dual wield makes NO SENSE.AT ALL. The classic way to wield a rapier is WITH THE MAIN GAUCHE IN YOUR OFF HAND. Rapiers were meant to be paired with a dagger so that you CAN easily block are counter. The Parry+reposte you see in fencing and such only works because the other blade is also light. It works by pushing/redirecting it out the way just enough so it barely misses you and lunging out all in a fluid movement (i have a few years fencing experience lol). With a larger sword, you need to exert more force on the keeping the blade stiff on the block and that makes it harder to fluidly get in as well. Now this is not a problem if you can block with your main gauche and.get in with your rapier. So single handed block+reposte on anythong other than a piercing or light weapon makes little sense...

What do you guys think?

Does PF TWF makes sense or no, and do you think it needs an overhaul or no?


Anti-Paladin sees all paladin thread...

Anti paladin sees no thread for herself...

Sad antipaladin is sad...

So for funsies and semi seriousness... ANTI PALADIN RANT THREAD FOR ALL YOU ANTI PALADIN LOVERS!!!.... or haters to...

So to start, I really hate how anti paladins have to be CE.... but have a.code of conduct... this really throws a monkey wrench into the alignment thing as a whole... because now it raises the question of act vs intent and what lawful vs chaotic means.

I mean, usually a code of conduct is a LAWFUL thing. Also, most people ive seen tend to view L as less about LAWS amd more having to do with having a code and structure with thought and such. Like... being disciplined if you wull. But... the anti paladin is like an exercise in oxymoronism... he is disciplined in.... being undisciplined? It makes more sense for them to be LE not CE....

As an added benefit! Being LE allows them to be Hellknights and THAT is just flavourful and actually kinda humorous (Limbo starts getting threating so Hellknights everywhere get called and you end.up with Paladins (with.oath vs chaos) and Anti Paladins fighting side by side).

So! What do you all think? Anti Paladin alignment and code of.conduct in conflict or no?


Ok so this is the thing. I got inspired when I saw it and decided to play a Eldritch Scrapper for funnsies in a homebrew game. So these are the basics:

All Paizo material open
20 pb
Start at level 3 (my DM hates level 1 since its a pain designing any encounters that are noth either cake walks or TPKs.)
Gave me the OK to combine Eldritch Scrapper and Crossblooded. Also he does not consider the wildblooded as an archetype, more like sub bloodlines like domains.
Game is gonna go up to level 15

So with this I was thinking maybe going Ghoul/Dragonic with Eldritch Heritage into Abyssal so I can go into Dragon Disciple or Ghoul/Nanite witg EH abyssal.

So my questions are:which combination would work best with Eldritch Scrapper (oh and her spells are primarily focused on Transmutation so she can combats)?

And

How should i generally build her from there? Should I go primary str or Dex as my combat stat (depending on EH, items, and polymorph to increase STR)? And feats are best to take and other feats are best left to Martial Flexibility?


Ok so a lot of people are to distracted by the contrived scenerio in the other thread so this is for a much more focused core discussion.

What happens when a Paladin's Oath goes against her Code of Conduct?

The example I gave before was a good aligned undead with a Paladin with Oath vs Undead. By all rights, the Paladin is MANDATED to kill the undead. The oath even specifically mentions that they know there ARE good undead. But they do not care. They are of a mindset that undead=thing to be killed. But killing a good person (even if they are undead) is generally considered bad by many people.

Or the Oath vs chaos and a chaotic good person...

Or the Oath of Vengence as a whole. They are not allowed to let a minor evil deter their quest...

So for a more focused discussion on THIS TOPIC, what do you guys think? How would you handle a conflict in Oath vs Code.


So we have A LOT of archetypes that "steal" this ability or that from another class. Just about everythinf I think can be found on another archetype or prestige class.

Everything that is except Wildshape.

So why do you guys think druids are the only wildshapers... or really one of the only shapechangers that dont depend on spells to change?


So I never noticed this guy until I saw it in the archetype hall of fame. I started thinkin, is this guy really that bad?

Grab Ghoul Bloodline, get Eldritch heritage abyssal for str buff, then stack on some polymorph spells and I cam see this getting nasty. Since eldritch scrapper lets to regrab the 1st level ghoul power for claws with Paralysis it could get mean. Turn into an Tiger (early level) with paralysis claws? Or later on, an elemental or dragon with paralysis claws and stupid high Str? You can actually have pretty decent AC with high dex and Spells and Nat Armor from things like Dragon Shape. You can skimp a little on str by depending on Items, polymorphing, and abyssal inherent bonus and get dex high and grab weapon finesse to keep to hit decent and AC better.


So... this guy kinda slipped under my radar but after reading again I noticed him and I have to say. Im intrigued. ..

I LOVE poisoners but they always have a hard time with... well... money... and poor scaling. This guy seems to finally be a poisoner that just might be useable...

Give him the Belier Bite feat so he can pioson ON TOP of using hi injections and it seems kinda fun.

What do you guys thibk? Yea or nae?


For a long time, the monk Of many forms was a dip archetype,but with the huge increase in styles and such ive noticed you have some fun mixes. For instance, Kraken style with the grappling style. With both you can easily do quite a bit of damage grappling.

So what other ccombos do you guys think are fun or interesting?


So now we got 2 masters of fire.

Simple question, which you think is the best Pyro and why?

Personally i still prefer oracle...she still gets flight, get some awesome abilities, and access to the feat Glorious Heat which allows you to heal AMD buff slightly while burning lol


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Here, my fellow table toppers, we shall discuss those archetypes we see as horridly designed and/or egregiously offending of our sense of system balance...

To start this discussion off:

I present, the Synthesist Summoner. Not the MOST over powered summoner archetype, but it broke ALL of Paizo's own rules regarding NOT making Druidzilla all over again and was overly complicated for many players and, more often than not, played completely incorrectly.

The Blood Summoner... This guy... trades away some nifty stuff regarding the Eidolon (the shield ally and stuff like that) and gains? AN OFFENSIVE DIMENSION DOOR... a floating enhancement to his summons... OH and Planar Binding as a SLA, but still keeps his SM and Gate spells... Totally not OP at all...

The oh so famous Master Summoner... this guy can singel handedly brake a person's game... the duration of his summons gets rediculous he can consistently spam them. Also, typical things to try and slow down casters via low gear has barely an effect on them...

I could go more but I will leave it at that for now.

Oh and remember, an Archetype does not necessarily need to OVER powered to be broken...


Blood summoner

So I just noticed this guy....

And I have to say... WTF...

Like the summoner needed EVEN MORE power. Planar binding as a SLA? Bloodcaster Blood Burst for Your Eidolon? And a easy way to buff your summons? All at the cost of the random eidolon abilities (like tranposition).


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So a lot of people are talking about "you dont need a fighter, druid works better" and stuff like that. So I am curious, what would you say is the strongest or most well rounded 4 man party.

Basic assumptions:
20 point buy
All paizo material open (if you can find it under paizo on the pfsrd your golden)
Standard WBL
Starting at level 1 then progressing to level 12 (standard PFS progression from what I have seen and the typical levels people seem to play)

So lets have fun!

Personally I believe a Master Summoner, First Worlder, Synthesist Summoner, and Investigator are fairly strong and capable of covering everything. Also, the Investigator has a high int and lots of skill points so he can easily cover the skill monkey and can grab infusion to help buff/ooc heal the summoners.


So with all the martial debates going on, i was browsing feats and stuff and i started thinking... so many of these feats and class abilities are limited to their own specific action. For example, Vital Strike, Spring Attack, Cleave. Iajutsu Strike, ect. Now I am no guru on how certain things could affect game balance and such but I was wondering, would allowing these abilities to stack be unbalancing or actually good for the game? For instance, if you allowed Cleave, Vital Strike, and spring attack to stack you could do almost a weakened full attack n the go but also hit every adjecent enemy to the main enemy. This may seem powerful but it is rediculously feat intensive (dodge, mobility, spring attack, cleave, vital strike, greater cleave).

By consequence though, it allows the fighters rediculous wall of feats do something actually cool Since he can afford all those feats.

What do you all think? Should they errata or whatever all these abilities to allow them to stack or is it too op?


Ok so I was looking at the sword saint and thought, this looks cool! Then I wondered... just how would yoh make this work...

Iajutsu Strike looks cool but ... I have No.idea how to get it to be effective. So what types of ideas do u guys have? Lets say 20pb with all paizo open for use.


Ok this is not meant to be a rage thing or a hate thread or whatever, I am legitimately curious of this.

What concept does the fighter cover tjat other classes just don't do better? Between Cavalier, Brawler, Slayer, Ranger, Barbarian, and swashbuckler I dont see what he has. Oh and even worse, thematically a magus does the whole "warrior with sacred weapon thing" better tha the fighter as well...


Am i the only one getting REALLY ANNOYED with all these Korean Spam threads?

Need to find a way to weed these out..n


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Ok this I have noticed a lot in certainother threads and quite honestly, it is getting old.

Honestly, it just sounds elitist for no reason. AD&D is nothing like PF...

What do ypu guys think Of this?


Ok, I am not talking about Summon Monsters or certain buff spells here. The thing I am having a problem with is, spells that straight up do things that are almost NOT magical in nature and pretty much rip away abilities that should have been combat feats or some such. Examples include the bladed dash spells and dance of 100/1000 cuts... I mean, bladed dash is pretty much a superior spring attack with no fear of AoO due to movement. There is nothing "magical" to it other tha saying "well magic let me do it." DDance is very much the same way..

So whats up??? Why are these spells even a thing and not combat feats? Im no asking WHAT spells should be feats (there is a thread already for that) but more discussing WHY these spells even exist...


Ok, so I was looking through the bard archetype and I was suddenly reminded of this:

The Chelish Diva

and

Negotiator

With the supposed rise of "social combat" and such it just occured to me.. these guys cna very easily play two "major" roles of the vigilante. I mean, the Chelish Diva has a stronger renown than a Vigilante, has strong spell casting, casting in heavy armor, and still has versatile performance so she still gets the strong synergy... she is strong for a social campaign...

The negotiator has powerful abilities socially with good buffs to all social skills, can take 10 and 20 easily, and gets access to regular and greater rogue talents.

Combine both these guys with things like:

Pageant of the Peacock

and the other masterpieces, I feel like bards can almost potentially over shadow the Vigilante before he gets anywhere (damn you bards! You are stealing everyones glory *pats rogue on the back*)


Ok, so I got to wondering a thought from another thread:

What do you guys think is the best necromancer?

I know there are many ways to view a necromancer so describe WHY you think yours is the best. Personally, I love the Grave Witch. The ability to ride your corpses around is really helpful for scouting ops and the Doll makes touch attacks pretty cool. Also the ability to dominate any undead she runs into makes her quite powerful.


I feel like the changes to Mystic Bolt and Paizo's adamant stubborn ness to keep spell casting talents will have the consequence for making damn near every Warlock identicle...

First off, talents... if you take every spellcasting talent you would be left with 3 talents to use by level 16... not much variaty there. And to suggest to just not take the talents would be poor aince the warlock lacka any other real meaningful way to contribute...

Out of your remaining 3, 1 will most pprobably be Arcane Bolt. So this leaves you with 2... now with the damage hit to Arcane bolt, Arcane striker has become amust, so that leaves you with 1 talent...now take your pick between casting in armor, having a different damage option for your bolt, or shadow form.. Yeah... lots of options..

Now we have the issue with the bolts. With the drop.in damage for the bolts you are pretty much forced into TWF and Rapid Shot to get any meaningful damage out of them... but both trees are horridly feat intensive... so pretty much alL your feats go to just trying to use mystic bolt to some usefulness.

Combined together, this will pretty much force just about every Warlock to look identical.... and from all the complaining.i have seen of Magus I feel like this Is not a good thing...

Whatbdo you all think?


So with this round 2 I have lost hope for the Warlock to actually be a decent 3/4 BAB 6-level caster...

So, seeing as they seem set on punishing spell casting (5 talents just to get freaking progression and 2 talents just to cast in armor??? That is 70% of your comvbat talents to get what everyone else gets for free..), i was thinking, why not just scrap casting, make bolt the primary ability, and give him talents to alter his blasts (ala 3.5 Warlock) and gain Su and Sp abilities like the Shadow Body ability. He would not be a caster in the conventional sense but is magical.

What do you all think of this?


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So, in spirit of another thread what is the worst or most underwhelming characters you have ever made?

Mine was a Wizard/Ranger Arcane Archer. I was still learning and I tjought the AA was such a cool idea... turns out the execution was poor..