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Check out the Flying Blade archetype of the Swashbuckler, refluffing Starknives as Boomerangs doesn't seem like much of a stretch if you're not playing PFS.


Quarterstaff Master feat makes it 1 handed.
Weapon Versatility feat makes it piercing.
After that a 1 level dip in Swashbuckler means you can Finesse the weapon.
Or skip Weapon Versatility as Slashing Grace plus Swashbuckler means you can finesse it and get dex to damage.

For a more Gambit-y feel go Magus - Staff Master archetype as you can then channel "force" through your staff, and you can throw "magic exploding cards" aka "magic missles".


BadBird, that's pretty fantastic I gotta say, and pretty flavorful!
I was looking through the Spirit Guide Oracle and am maybe leaning a little more that way, considering it gives a good bit of versatility.


Just curious, I was wondering what is the fastest way you can think of to become immune to critical hits 24/7? Is it to advance an Oracle revelation giving you Elemental Body? A Sorcerer Bloodline? Are there any spells that last hours/level that make you immune?
At what earliest level can you make this happen!!!


So it'll be several months until we start, but we'll be playing a campaign soon as pirates. This is NOT for PFS, most any races are available, as well as a few homebrew races (some of which have flight, one of which doesn't need to eat or breathe). So far we have someone interested in playing a Gunslinger and a Sorcerer, and I think another melee person.

I don't have to, but I was thinking of playing a character who could heal, but I don't want to be a Healing Battery. So I figured I could potentially go Oracle with perhaps the Waves or Wind revelation. Or possibly a Druid of some nature.

I know, I'm not being super helpful right now. I suppose I'd even consider a Cleric or Witch if there were some good domains/archetypes or something thematically appropriate, but I feel like if I stick with Oracle or Druid I can provide the out of combat healing/condition removal that we'll invariably need.


If you get the Stamina feat from Unchained I believe you can temporarily negate it.


I'm telling you man, don't destroy your arcane pool with the Elasticity Arcana, save yourself and use:
1. Long Arm spell
2. Lunge Feat
3. Swordmaster's Flair (Blue)
4. Enlarge Person if you really need more (maybe).


Look into: Long Arm - level 1 spell to get you some reach.
Blade Lash - get a wand of it and Wand Wielder arcana to be able to spell-combat Blade Lash then full-attack your prone enemy.


For example, if I take Fighter and variant multi-class into Oracle, after I received my first revelation, could I then apply my favored class bonus to that specific revelation? (assuming you're Aasimar or whatever).


Errant Mercenary is on the right track - though you CAN stack on Bladed Scarf Dancer - get a TON more AC and still just use your Unarmed Strikes most of the time. Even Hexcrafter works with Spell Dancer if ya want.


Please check out the magic item Sniper Goggles as well.


Bump - anyone know anything about making a Mount?


I know I'm kind of scattered - any help would be appreciated, especially regarding the Mount.


Hey all, I'm making a Mounted Archer, it's for my friend's game where I'm playing a beta class he made up, so the important things to note:
Level 2 right now, going up to who knows how high.
I get bonus feats at levels 3, 6, 9, 12, 15, 18, which can be Fighter combat feats.
I was thinking Aasimar, Tiefling, or Human, if I play Aasimar or Tiefling I basically get to choose what alternate goodie I can trade out my spell-like ability for (such as +2 extra strength or dex for Aasimar).
We get 1 bonus feat for this campaign, but I already have 2 feats eaten up with non-archery related things I'm not going to change.

And I get the Mount class ability as a Cavalier.
I guess I need the most help with the Mount - can I use it's Ability Increase to raise it's Intelligence? Once I raise Int to 3 can I give it Escape Route and take that myself for unlimited ride-through without attacks of opportunity?
And just WHAT does combat-training a horse do?


At mid levels I can see them having quite a few level 1 runestones, combining this with the Blood Conduit just seems like an insane nova ability.


I'd hope most GM's would allow the Rogue to, it would be actually useful.


Do you know the joy of having multiple spell-storing weapons that have Maximized (arcana), Empowered (arcana), Intensified (feat/trait-lowering), Dazing/Piercing/Bouncing/whatevering (rod) shocking grasp? So... beautiful....
Then to have multiples of them.... *drool*

Anywho, I do think the Rogue with Magus VMC option sounds kinda fantastic actually, pretty good idea I must say.


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Not sure what makes you think the Bloodrager would have to have such a low Int, they just need high strength, a 12 charisma, and a little dex and a little con, they can afford to have an ok intelligence.

Even so, Wyroot Fauchard, learn it, live it, love it.

Empowered/Maximized arcana's have their niche when you get higher levels and can start storing beefed up spells in your spell-storing weapons via this.

And at 2,000 GP a pop, a level 1 Runestone of Power is still pretty cheap even at lowish levels.


We didn't outright lose because it was 3 teams of 5 each, and all teams were fighting against each other, not just us.

And in fact I have 22 Strength, Large Sized (home-brew race), wielding a Lead Blades'd 2-handed reach weapon with Combat Reflexes, but the enemies we're fighting have AC's between 14-25 depending on the person, they all have class levels like Swashbuckler, Monk, Fighter, Ranger, Sorcerer, Druid, we're fighting for our lives! It was amazing! Yes when I landed a hit it would deal over half their HP in damage, but I was GETTING hit a lot, and having bad dice rolls to hit them.

Most of the people in our group however are dealing 1d6+6 damage (Swashbuckler) up to... 1d8+6 damage (sword-and-board), and our healer is 100% pacifist. Gritty to the extreme.


It was a friggin' cool fight I gotta say. Each team was against the other teams so we let some of them fight each other while we fought some, meanwhile our healer is getting pelted by an archer like 90 feet across the board with this mass of like 13 people in between them, and no one is going to soak those Attack of Opportunities to get to him, but we're all worthless at ranged combat, it was crazy!!!


We always have one dedicated healer who's constantly bringing people back form the brink of death. And come on, we're level 2, we're only hitting on a roll of 13 or higher usually, with 1 attack a round, and when we do hit it's not like we're one-shoting anybody, so you hit maybe once every 3 rounds, takes about 3 or 4 hits to take someone out, you're fighing 10 people... But both our group and our DM makes defense a little more important than offense usually, so these prolonger fights just always feel so incredible epic.


While it's true Bloodragers don't get many spells, even at moderately low levels they should be able to use magic items (whatever the spontaneous equivalent of a Pearl of Power 1 is - I know it's still cheap) to be able to use a lot of level 1 spells all day long. Furthermore with Frostbite and Chill Touch you cast it once and it's potentially up all-combat long.

The Arcana Pool is a straight-up upgrade, energy damage on the fly or straight bonuses to hit and damage.

Spell-blending if there's a certain spell you REALLY want on your class list (I know, not the best use but it's there).

Empowered/Maximized Magic for either Shocking Grasp or Frostbite.

Hasted Assault.

Bane Blade.

Ghost Blade.

Disruptive.

Devoted Blade.

Arcane Deed/Precise Strike if you feel for some reason like going sword-and-buckler.

Familiar.

There are still some good options.


Well to start off with no one (except for me sometimes) is even remotely optimized. Our last combat was against 2 other groups, 5 NPCs each, we were all level 2, and the 10 of them were level 3 (it was a 3 team challenge). So when 5 people are fighting 10 higher level opponents and no one is particularly optimized... yeah, combat lasts that long.

In other combats usually it's the case where we're only outnumbered 2-to-1 and they're just a few levels higher than us - our GM knows about making us FIGHT for our victories - and after nearly every combat all but 1 or 2 of us is knocked out, and we feel that we've EARNED our win.


Dur, I dunno what I was thinking with Wand Wielder.

Still, being able to spell-strike your Rimed Frostbite through your Reach weapon and having a GREAT chance to hit your enemies makes you a much better lock-down character than the Magus would be, the to-hit difference is huge.


Just think about it for a few minutes... Even if just for the use of Spell-striking Frostbite or Shocking Grasp, how awesome 'eh? Plus you can throw on Wand-wielder, or the sudden Empower Arcanas, or get Swashbuckler deeds... I just... wanna try this!


Thanks Deadmanwalking, that's very helpful!


That's a perfect option Calth!
Are there any items that would give you more rounds of rage or anything?


I do like the using the Barbarian's new variant multi-class option released in Unchained, but the Rage ability doesn't give you nearly as many rounds as the normal Barbarian gets, and my group's combats tend to last 10-17 rounds, with maybe 2 to 6 fights a day, depending.

So, besides the "Extra Rage" feat, how gain I have MOAR RAGE, or regain it easier? Spells/items/etc?

IMPORTANT NOTE: Orcs and Half-Orcs do not exist in our setting.


The Protector Familiar Archetype means you and your familiar can split damage whenever you want like Shield Other as long as you're touching each other.


There certainly are a variety of classes that can pull this off - I was primarily concerned with whether my read was legit.


Maybe I'm slow on the uptake, but reading over the text of Dirty Trick Shaken is one of the conditions you can apply. Nowhere does it state this cannot stack with other Shaken conditions to Frighten. So if you were to say, have a level 1 Manuever Master Monk who uses Enforcer, as a full-round action could you punch a guy, Shake him via Enforcer, then Dirty Trick him to Shake him again, making him Frightened?


Ring of Spell Knowledge or Page of Spell Knowledge with some Use Magic Device checks (helped out by high-charisma) should allow them to be able to cast Mage Armor. Alternately, have them use a wand with UMD, only a 20 check (18 if they've successfully used that wand before).


Kensai wouldn't be bad - get your Tripping on with a Whip and debuffing touch spells, stack on Enforcer for intimidate. You can work into Whirlwind attack, have Long Arm up, Lunge, and Enlarge, and trip/debuff every enemy on the mat every round.


If you use nonlethal damage attacks your opponents are usually just knocked out instead of dead, fuel up on your Wyroot weapon then.

Utilize the spell Ki Leech.


Blade Lash is a pretty great spell to put in it too if you're even slightly "trippy".


I'm pretty sure the penalty reduction isn't PER action, just applied to your total penalty when all's said and done.


Just saw this AMAZING little spell! Look it up, go ahead I'll wait! :)

This is such a fantastic spell?
I figured, why not make a list of all the things it could apply to? Seeing as it refers to any action or feat that applies penalties to your attack rolls, let's expound!
1. Obviously Power Attack or Piranha Strike
2. Combat Expertise
3. Fighting Defensively
4. Dealing non-lethal damage with a lethal weapon and vice versa
5. Two-weapon fighting / Multi-weapon fighting?
6. Pushing/Dazing/Bloody Assaults!
7. Possibly non-proficiency penalty?
8. Improved Second Chance feat
9. Called shots


1 person marked this as FAQ candidate.

The whip is a one-handed weapon.
I read the rules on one-handed weapons and it says you can grip them with two hands to get strength and a half for damage.
Nothing in the description of the whip says you can't.
So as strange as it seems, it appears it's legal to do so.
WeIrD!
Am I missing something?


Synthesist summoner.
Alchemists have a chameleon discovery.
The spell Blend is awesome.


Well if you want to improve stealth, there's:
Feats (skill focus / stealthy)
Traits
Magic Items (Cloak of Elvenkind / shadow armor)
For invisibility, most any arcane caster can get it. The Magus can full attack and spell-combat Vanish / Invisiblity / Greater Invisibility depending on their level. If you pick up Wand Wielder arcana and a wand of Vanish you can basically do this every single round.
Eldritch Heritage - Shadow Bloodline for Hide in Plain Sight.


Pretty sure a Bite would work, it's Bludgeoning, Slashing, AND Piercing. Perhaps claws?


Also compare to Hideous Laughter which also make them Prone, and lasts for much longer, but is single target. That is a level 1 spell / level 2 spell depending on class.


Whoops, I meant the Dazing condition should only last 1 round.
Also, if you take out the sonic damage then the only effect is a save vs Dazing vs a single target, targeting regular AC AND involving a save. Versus Sound Burst which effects multiple opponents at once, only has a saving throw (no attack role), and makes them Stunned, not just Dazed.


Anyone???...


I'm playing a whip-wielding Magus right now, and was thinking...
Since the whip was Man's first creation to break the speed of sound and create a sonic boom - why not turn it up to 11!
I've never really created any spells so please lend me your advice on making it not too powerful but still good. What I primarily want to get out of it is the ability to Daze or Stun an opponent.

School: Evocation (Sonic)
Level: 2? 3?

CASTING
Casting Time 1 standard action
Components V, S, M (??? a piece of hair from a Banshee?)

EFFECT
Range: 0 feet
Effect: whip of sonic energy
Duration 1 minute/level (D) or until discharged (see text)
Saving Throw: none or Fortitude???; Spell Resistance: yes

DESCRIPTION

You create a length of sonic energy buzzing from your hand, functioning as a whip appropriate for your size. Anything you strike with the whip takes damage and must make a Fortitude saving throw or become Dazed from the sonic boom created by the contact with the whip. This spell ceases to function in an area of Silence.

After you have successfully used the whip to hit a creature a number of times equal to your caster level, the water is expended and the spell is discharged.

I was also playing around with the idea of maybe having it carry 1d6 or 1d4 sonic damage as well.
Basically what I need help with:
- Level of the spell. I figured since there is a saving throw, it's not inherently more powerful than Sound Burst which is a level 2 spell. It's fairly similar to Flame Blade and River Whip which are also level 2 spells. You also have to hit regular AC instead of Touch AC to make to spell a little less powerful. And I went with it imposing Dazed instead of Stunned, and Sound Burst causes Stunned.
- Also, if it might be better as a spell that functions more like Frostbite, that you have to use as a melee attack (though with Spellstrike could channel it through your whip).

Advice/thoughts/ideas?


Don't forget about the benefits of Reduce Person and Alter Self for those extra size/dex bonuses for ranged attacks!


Don't forget your sniper goggles!
If you get Mythic Tier 1 there's an ability that lets you multiple a ranged weapon's range increments by like 5 or 10, use a musket and Sniper Goggles and sneak attack from 400 feet away!


Artoo, you've said "As for consequences. You clearly can't be a Magus anymore since you didn't follow the rules for what Magus must do each day."
And you've said "RAW says if you don't prepare new spells, you stop being a Magus" .

However nowhere in the text of the Magus class does it say you ever stop being a Magus if you don't prepare new spells, in fact it does not list any penalties or class-negation as you assert if you fail to prepare spells, except that you do not prepare spells that day. If you're going for the uber-RAW reading, you've inserted something that is never mentioned or even hinted at "you stop being a Magus" into the rules.

Furthmore, when it says "A magus must study his spellbook each day to prepare his spells.", there's no comma or period after "A magus must study his spellbook." If there were a period then you could read that sentence differently, but the sentence very clearly is stating how you prepare spells. Without seperating the sentence at all it must be read as one, and thus only relates to preparing spells.

Anyway, as I said when I first started this thread, I doubt it was the intent of whoever wrote Infernal Mortification to have it handled that way, I'm just curious as to if by RAW my reading was correct.


No, that's definitely not what it's saying.
Even if it were, what if you were unable to find a spellbook? The spells from yesterday are still in your head.


From the Magus class: "He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare." So if you do this Monday you now have, we'll say 3 level 1 spells prepared. You do not cast any spells for the next 10 days. Nothing has changed, you still have these spells prepared. Nowhere in the text of the class or any classes does it say you lose these spells at a specified time.

Also, from the PFSRD:
"Casting Spells
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way."

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