There is even a cleric archetype for this:Separatist.
You could worship another Sun God, such as Ra, and claim that he is also known as Pelor.
You could have a background that you were from a different plane, time or reality in which Ra was known as Pelor.
Maybe the character has a goal of finding his way back to Greyhawk where he is from, but now due to a magical mishap finds himself in Golarion, an alien land.
The Songbird of Doom: A Guide to a most unlikely tank and Mechanism of Mass Destruction (Warning: GMs will hate you)
I have been slowly building this concept with GM credit already. Obvious problems are the fact that you need two 4,000 gp purchases to make your build. I have been thinking about using Helpful Halfling and Bodyguard and making the build grant huge bonuses to the AC of my allies - the combination of Mouser Underfoot Assault & Bodyguard alone would give your allies + 8 AC potentially. I have been considering using a flurry of blows build as opposed to the natural weapon version, or maybe an Urban Barbarian version. An Urban Barbarian could get Spell Sunder to smash a wind wall!
I believe they Investigators can use wands, on the basis that they are a hybrid class partially based on the Alchemist which has a virtually identical class feature. Both the Investigator and the Alchemist have an class feature named 'Alchemy'. They both use the same 'spell' list.
It would make little sense that one could use wands and the other not.
In a thread entitled "Can a Life Oracle with Channeling take channel energy feats?" there is a discussion about game design by Sean K Reynolds. Although he no longer is a Pathfinder developer, he was one of the authors of the ACG.
SKR stated that a "if for some reason two things that seem almost the same (like "channel energy" vs. "channel" vs. "channel positive energy") shouldn't act exactly the same, count on us to tell you how it is different." He summarized his post with "Things should be the same, or they should be different".
Following his logic and example, Investigator Alchemy is the same as Alchemist Alchemy, and Investigators can use wands.
However, it would be nice to get clarification on the issue.
PS Currently our local PFS group is allowing Investigators to use wands.
I would think a masterwork dagger would be fine for the ruby-edged dagger.
For the skull, I would buy a masterwork tool, and give it a suitable obscure +2 bonus, for example, +2 diplomacy when attempting to persuade Asmodeus that your sacrifice is sufficient... (I am sure you can think of something better)
For the sacrifice, you can buy slaves from the Adventurer's Armory - they cost 50-500 gp.
I'm fine with a PC having a Mask of the Fortunate Soldier.
But there are two important points in my opinion:
The Jingasa is described as being made of iron. As this can have game effects, you can't reskin that part; the Mask would have to be made of iron.
If a PC wants to wear it to a social event, I would give wearing the Mask the same penalties as wearing a Jingasa.
Ferious Thune wrote:
I'm hoping not to retrain Sleepless Detective, as it gives me a nice boost to a few skills and Detect Magic as an at will SLA.
You could just buy a wand of Detect Magic.
Also if you change to rapier based, a Bane Baldric is very useful. It would provide "additional burst damage" for 5 rounds a day. In PFS scenarios, that is usually more than enough.
With your physical stats, it would be hard to become incredibly combat effective, but I would retrain your level of Sleepless Detective to Inspired Blade, retrain Weapon Finesse to Fencing Grace, and take another level of Investigator. For your level 7 feat, pick up Extra Investigator Talent for mutagen, and use it for dexterity. With IUS you will have problems against DR. Consider using a heavy crossbow for the first round of combat before people close. The alchemical bolts are good. Get a hybridisation funnel.
I am running an Inspired Blade / Empiricist in PFS, and it has been reasonably effective so far.
Parry & Riposte from Inspired Blade is a great boost to both offence & defence.
I am playing an Empiricist in PFS with a one level dip in Inspired Blade. I am using a dexerity build with Fencing Grace, and fight with a rapier or a crossbow. So far the character has been moderately useful in combat, but most importantly fun to play.
My character has 18 (16+2) dexterity & 17 intelligence.
Half-elf is an excellent race due to its favoured class bonus.
Matthew Pittard wrote:
Here is the blog post:Osirion Pantheon
A possible solution would be to make your character a heretic. Your Oracle may not even be aware that his beliefs are heretical, or this may be part of why he was ostracized.
As he does not get a mechanical advantage from Anubis I think this would be fine.
There are even several archetypes that allow your character to have heretical beliefs - Separatist (Cleric) and, appropriately, Heretic (Inquisitor). Both these archetypes continue to keep their spellcasting abilities whilst straying from their deity's orthodoxy.
OK, where is the Level 1 Halfling Inspired Blade Swashbuckler that demonstrates that "Power Attacking is ALWAYS a good idea"?
From Ultimate Equipment:
"Magically strengthened gold is the equivalent of steel and can be made into any armor or weapon that can be made of steel."
Earl of Essex0 wrote:
From Ultimate Equipment:
"The following section presents general rules for armor and weapons made of bone, bronze, gold, obsidian, and stone. Most of these materials aren't as strong as steel and refer to the fragile quality for weapons and armor.
Items made from these materials can be magically strengthened at an additional cost of 100 gp per pound. See the individual material descriptions for the effect this has on the material's properties."
Level 1 Halfling Inspired Blade!
The sentence "An alchemist can draw and drink an extract as a standard action" also appears to missing from the Investigator. Does this mean an Investigator has to draw an extract as a move action before drinking it as a standard?
Or is this and the wand use issue covered by the words in the Investigator Alchemy description "Like an alchemist..."?
Also Quinn at 7th level has two wands - one of Scorching Ray, which has text to say he needs to make a UMD check, and one of See Invisibility, which has no mention of a UMD check. Granted, Pregens contain mistakes.
Given the general poor editing of the ACG I think the RAW and RAI of Investigator wand use is currently unclear.
Jeff Merola wrote:
Thanks :-) My search-fu was weak.
N N 959 wrote:
*Casts Raise Thread*
Has the question about Investigators crafting been resolved?
Technically, you are correct. If you are to play the game by strict RAW, there has been no change in the squares you are allowed to hit with a Melee Attack.
However, I believe that the intent is clear that the FAQ should be read as "a creature with 10 feet of reach threatens [and can attack] the second diagonal".
This will be how I will rule in any games I GM.
PS You may like to mention this in the FAQ thread.
This part of the guide has remained the same. You can find the same text as I quoted above on p. 27-28 of Guide to Pathfinder Society Organised Play, Version 6.0.
However, there is also this information from additional resources:
Additional Resources wrote:
The biggest change I know of is that the warpriest no longer uses Charisma for any class features. I would certainly be disappointed if we were not able to adjust abilities accordingly when finalizing our characters. But John said that they would be taking such changes into account when determining rebuild guidelines.
p. 27 of Guide to Pathfinder Society Organised Play, Version 5.0 wrote:
According to this rule, Warpriests get a rebuild.
Well, I know that my swashbuckler will no longer qualify for Slashing Grace now that the prerequisites changed.
p. 27 of Guide to Pathfinder Society Organised Play, Version 5.0 wrote:
You can keep your feat.
p. 27 of Guide to Pathfinder Society Organised Play, Version 5.0: wrote:
...some riding horses and riding dogs have training, but they only come trained to bear a rider into combat. All other animals are subject to Handle Animal to learn additional tricks.
I thought a tiger would come under "All other animals" and hence are not combat trained and are "subject to Handle Animal to learn additional tricks".
Sounds like the FAQ needs updating (if it hasn't been already?).
That is the current FAQ, but maybe an update would be nice :-)
It just strikes me that some of the animals available for purchase are quite overpowered and having to combat-train them yourself would be a balancing factor.
(I am looking at you, combat-trained Tiger & combat-trained Bison).
Additional Resources states for Animal Archive that:
Animals on pages 14-15 are legal for purchase except dinosaurs and megafauna (unless already allowed in this document in Bestiary 1, Bestiary 2, Bestiary 3, or Ultimate Equipment) and dire animals. Additionally, only creatures of the animal type of size Large and smaller may be purchased.
Does this mean if somebody purchases an animal from Animal Archive which is not a riding horse or a riding dog they have to train it themselves using Handle Animal?
Can people purchase a combat-trained tiger for 500 gp (or whatever) and it is good to go?
Or does the FAQ take precedence over Additional Resources? Meaning that if you purchase a 500 gp combat-trained tiger, it nonetheless is not combat-trained according to the FAQ, and you have to use Handle Animal to train it?
Thanks for your time, apologies if it has been answered elsewhere.
My Gnome, Gadzooks Ballyhoo was separated at birth from his sibling Dinwim and brought up underground by goblins. He has now escaped, and heard that his family joined the Pathfinder Society. He has made his way to Absalom and joined the Pathfinder Society in the hope he may be reunited with his family. He is mentally scarred by his upbringing though, and has serious anger issues and refuses to read or write. (True Primitive Barbarian).
Glen Irving wrote:
1. It is a rogue.2. It is a rogue.
3. See number one.
4. It sounds hilarious, you filcher!
5. You give up evasion & uncanny dodge, two of the best rogue features.
6. Don't forget that part of the challenge is to make use of the theme of the archetype in play...
Besides it doesn't really need to be that bad... The Bellflower Tiller makes up for it.
PS Small races are great! We need more halflings at Auckland PFS. My halfling is lonely...
PPS Giggle, snigger
PPPS If you want to feel better look at how bad a True Primitive Barbarian Gnome is...
Do this and I will make 10 level 1 Tieflings and Aasimars, this is a bad idea...
My suggestion for race boons is to tie it into a reward system. It could be linked to the GM star system, or simply be a reward for playing multiple games. For example, play 50 games and get one race unlocked.
OK, the results are in and the draw has been made!
Thanks to everyone who helped for this thread.
We have the following characters:
Gnome, Barbarian (Titan Mauler, must dual wield two handed Gnome Weapons), Low Templar.
Gnome, Barbarian (True Primitive), Knight of Ozem.
Gnome, Monk (Core rulebook and Gnomes of Golarion only), Brother of the Seal.
Tengu, Cavalier (Strategist, Order of the Tome), Battle Herald.
Elf, Cleric (Cloistered, Variant Channel), Balanced Scale of Abadar.
Halfling, Fighter (Crossbowman), Halfling Opportunist.
Halfling, Rogue (Filcher), Bellflower Tiller.
Dwarf, Witch (White Haired Witch), Riftwarden.
Dwarf, Wizard (Scrollmaster), Prophet of Kallistrade.
Dwarf, Wizard, class each level determined randomly... no two levels allowed to be the same... first random level was Wizard...
The gnomes and dwarves are triplets, the halflings are twins.
Bring on the Dalsine Affair! :-)
Updates will follow...
Thanks for all the replies so far, keep them coming!
Preferably, it would be good for the characters to have a bad prestige class to have to waste skills & feats on to qualify.
Tieflings and Aasimars are also banned.
Ironically, we had to reject Skald because people actually wanted an excuse to play one!
All characters will be Grand Lodge due to their loyalty to the Pathfinder Society, so we probably should have all of the unused Pathfinder Prestige Classes. They are: Pathfinder Chronicler, Pathfinder Delver, Pathfinder Field Agent, Pathfinder Savant. What would be some bad archetypes and races for entry into these classes?
Chris Sharpe, Venture Captain of New Zealand, has thrown down the gauntlet!
We need to make characters using the worst archetypes and classes possible.
No dump stats are allowed, and every character must enter a class appropriate Prestige Class. All characters must be races from the Core Rulebook only.
So far suggestions include a Mystic Theurge sorcerer / oracle without early entry, and a rogue / bellflower tiller. Any monks will be required to have a vow of poverty. There will be a Crossbowman Fighter.
Can you help us? The best entries will go into a hat for us to draw out a character we will have to build.
Their first scenario will be the Dalsine Affair. Can you suggest other hard scenarios for us to play these characters in?
Thanks for your help :-)
We will keep you updated about their glorious exploits (and horrible deaths)....
James Krolak wrote:
I asked Mike Brock about who got the boon, and he confirmed that the boon was for Taldor PCs only.