Tin Golem

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As it is presented in PRD:

Signature Skill (General)
Your ability with a particular skill is the stuff of legends, and you can do things with that skill that others cannot.

Prerequisite: 5 ranks in the chosen skill.

Benefit: Choose one skill. You gain the ability listed in that skill's 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue's edge ability and the cutting edge rogue talent.

Can someone define if it stacks as having number of ranks for skill unlock, for example "Rogue Edge: Craft:bows + Signature Skill: Craft:Bows" with ten ranks of Craft:Bows, does this means that it unlocks rank 20 skill ability?

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Triomega Zero had made a classless conversion for Pathfinder making it skill based similar to the D10 system of VtM.
I'm currently playtesting it with my group, it surely needs some revisions as well as corrections regarding spelling etc.

https://sites.google.com/site/triomegazero/home/game-docs
(I don't take credit for this)

It is surely an exciting conversion worth of your time.

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I know this thread is dead but since it's a Cleric optimization thread I'll cast a raise dead and offer my experience with a similar build.

Human Evangelist Cleric of Ragathiel
Leadership subdomain (Nobility)
Variant Channel - Positive energy "Justice/Law"
Favored Class Bonus - see Human "ARG"

Feats:
1. Lingering Performance
1H. Spell Focus Conjuration
3. Augmented Summoning
5. Quick Channel
7. Sacred Summoning
8D. Leadership
9. Superior Summoning
11. Divine Interference
13. Discordant Voice
15. Harmonic Sage
17. Extend Spell
19. Destructive Dispel

The concept is the same as the OP, pure caster cleric focused on supporting his party with Sermonic Performance, Domain powers, occasional channels and spells.
Mid game when SM3-5 become available the LA laser combo begins.

I found out that it works quite well even without the use of metamagic feats with a appropriate group.
The combination of the abilities mentioned above allows you to give up to three buffs per turn on almost all allies at low-mid levels (all of them at higher ones) with different types of bonuses (morale, insight, Channel bonus), throw in buff spells for additional bonuses of the remaining types like sacred bonus and of course "Brilliant Inspiration" with "Blessing of Fervor" to make your group a powerhouse.
You may consider a level dip in fighter or a couple of levels as paladin to improve your "survivability" by gaining armor and shield proficiencies.

As for ability scores wisdom>charisma>constitution>dexterity>intelligence>strength should be appropriate. Personally I hate dumping a score so my minimum was 10 strength.

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So the whole argument is that this "bad roleplayer", "greedy person (character or player your pick)" is charging you an extra 10% from the cost of creating items for your group and still adventures with you guys to leech your xp (which in roleplaying terms is an invalid argument) and share the loot of every encounter he participated too.

My suggestion to this "evil" wizard if he reads this thread.

You can always charge them the market price of the item you crafted for them.

You also can bargain with them before creating the item.

Of course you could play with their rules and sell the item to them for its creation cost and of course enforce yourself your GM (the one with the bad decisions regarding time spent for crafting) then politely inform them that while they adventure you will stay back to craft the items requested, even spent extra time to speed up the procedure for your good friends - best clients (obviously a bluff) but as good friends themselves should keep a share of the loot for you too since you are also part of the group.
In the mean time of course after spending 8 hours per day crafting, you are free to spent your time enjoying life within a safe (compared to a dungeon) town roleplaying with the locals NPCs sell your spells as a professional caster to those in need of your services (besides your good friends/party members) have some drinks food and fun with the tavern wenches... pick your poison.

I'll end my suggestions to you dear Wizard because I feel that if I continue I'll lead myself to the dark side.

P.S. To the OP, don't bad mouth your GM for his choices regarding speeding up the game to minimize downtime and maximizing the fun of his players, if you don't like it don't play... period.

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Ok here's my entry for Fairy Tail Wizards, it's a build/guide that I have already tried and it works like a charm, sorry for the text wall.

Build to Erza Scarlet.

Synthesist Summoner:
This archetype is so much worse than vanilla summoner for two reasons:

Action Economy, unlike a normal summoner who can have up to two full round actions per turn the synthesist is no better than any other medium progression class.
Of course once you get split forms this is not an issue… at least for a limited time.

Weaker Eidolon your eidolon effectively loses skills and feats effectively limiting you to an average martial character without bonus feats and moderate BA that scales one level earlier than normal.

The advantages on the other hand is that MAD is so much easier to handle as a synthesist and effectively you can be quite a beast at higher levels although not optimal as other casters can be.

Class Abilities:

Fused Eidolon: This ability is the basis for this build, as it says “The synthesist wears the eidolon like translucent, living armour” ‘nough said.

Fused Link: This is the ability that Erza used during Pandemonium, damaging herself to keep on “re-quiping” her armour.

Shielded Meld: Does it even need an explanation, free boost on saves and AC

Maker’s Jump: with this you can enter to the dimensional dervish line, one level earlier before you can cast dimension door (which you should take in my opinion.)

Greater Shielded Meld: It just gets better.

Split Forms: Two Erzas…

Aspect & Greater Aspect: These abilities reduce your effectiveness while “armoured” but may improve your survivability without your armour.

Twin Eidolon: Your capstone. Unlike other summoners if you ever reach level 20 to get this, it will most likely work as “oh s~%+ button” since you can do the same ability with three different ways at earlier levels.

Summon Monster (SLA): Not much to say about this, common with every summoner yet not so useful for us since we want to be in “armour” all the time.

Spells and Cantrips: We have the best spell list for six level progression classes.
Depending on your build and attribute distribution, there are certain winners for each level.
Special Notice: Definitely take summon eidolon, rejuvenate eidolon line and the evolution surge line.

Race:

Personally and due to theme we will go with Human which has the whole package:
-Flexible Ability Bonus
-Bonus Feat (or the Focused Study for Eldritch Heritage line)
-Bonus Skill (or the Heart of Wilderness racial trait for extra survivability)
-Favored Class bonuses: +1 HP or Skill, or +1 HP or skill, for your Eidolon.
-Racial Feats:

Fast Learner (Int 13): a must have for this build giving you +2 HP per level while in your Fused Eidolon Form.
Improvisation: Look at me a skill monkey with only 13 intelligence (at least on low levels)
Improved Improvisation: Not that good IMO but it could have some meaning for a specific build.

-Personal Suggestion:
Definitely pick Fast Learner as it will improve tremendously your survivability.
The trick with Fused Eidolon at first level is that you add the Eidolon HP to your own as temporary HP.

F.E. Erza with 14 Constitution score and Fast Learner has 11 HP.
When she activates her Fused Eidolon (biped with Extra Natural Armor and Improved Ability Score Constitution evolutions) she gains a bonus 8 HP, plus +4 Natural AC bonus, improved Strength and Dexterity Scores, two claw attacks etc.

19 HP at first level is nothing to laugh at.

Ability Scores:
Since we are talking about an Epic Anime/Manga character and specifically for Erza, we will go with 25-point buy.

Str:13 (for power attack)
Dex: 10
Con:14
Int:14 (for skills and Combat Expertise)
Wis:12 (will saves and perception bonus)
Cha:18 (+2 human bonus included)

Eidolon:
Biped “Armor”
Medium Size
30ft Speed
+2 AC, Natural
Str:16
Dex:12
Con:13
HP:6 (without evolutions)

Evolutions & Progression up to 10th level:

1.Ability Increase “Constitution”(2pt), Improved Natural Armor (1pt), change claws to limbs feet (nice clawed boots)

2.Magic Attacks (for those rare low level opponents with DR/Magic.

3.(Reset evolutions) Ability Increase Strength & Constitution (2&2pt), Improved Natural Armor (1pt)

4.Magic Attacks, Improved Damage Claws

5.(Reset evolutions) Improved Natural Armor x2 (2pt), Ability Increase Strength & Constitution (2&2pt), Flight (2pt) (Hello Black Wing Armor)

6.(Reset evolutions) Improved Natural Armor x2 (2pt), Ability Increase Strength (2pt) Ability Increase Constitution x2 (4pt), Skilled (perception or acrobatics) (1pt)

7. (Reset evolutions) Improved Natural Armor x2 (2pt), Ability Increase Strength x2 (4pt) Ability Increase Constitution x2 (4pt)

8. Skilled or Magic Attacks or any 1pt evolution.

9. (Reset evolutions) Improved Natural Armor x2 (2pt), Ability Increase Strength x2 (4pt) Ability Increase Constitution x2 (4pt), Damage Reduction (3pt) or Weapon Training All Martial (3pt)

10. Improved Natural Armor x3 (3pt), Ability Increase Strength x2 (4pt) Ability Increase Constitution x2 (4pt), Damage Reduction (3pt)

Notes:
By Tenth level assuming that your normal ability score bonuses go to Charisma your stats while “Armoured”, without items should be

Str:24
Dex:16
Con:19 (17 +2 from ability increase of Eidolon)
Int:14
Wis:12
Cha:20

You also have Darkvision, Link, Share spells, Evasion, Devotion, Multiattack
BA:+8
HP: 10d8+30 plus 8d10+42 (82 temporary HP)
Saves without items: FS:+7, RS:+6, WS:+8

You use Evolution Surge spells for situational Evolutions like:
Flight (2pt/4pt) (Black Wing Armor / Flight Armor) , Immunity (2pt) at level 7+ (I’m looking at you “Flame Empress Armor”),Large (4pt) (Giant’s Armor),
Damage Reduction (3pt), Fast Healing (4pt)

You will probably spam Evolution Surge and Rejuvenate Eidolon like crazy so consider item creation feats eventually.
Also once available grab on Bracers of Armor 6+ until then cast Mage Armor.

For Feat progression I would go like this:

1st Fast Learner, Skill Focus (from Focused Study) or Toughness
3rd Eldritch Heritage (Draconic or Orc for optimization) or Power Attack
5th Combat Expertise
7th Cleave
9th Improved Eldritch Heritage or Great Cleave

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At last, rules for all Skymetals can be found in the first book of the Shattered Star Adventure Path, Shards of Sin.

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At the current campaign I'm playing I created my Rogue as a mean to find out the lack of the Monk class.

Before I get the confused look, I'm currently attempting to recreate the monk from scratch and I'm playtesting several classes as monk-wannabes according the feedback I've received from co-players and the several "the monk is meh" threads here at the forums.

The character is so far MAD-addicted so it can't be totally taken seriously as an example for a rogue, also note that the feats following are not placed at the normal order at this post.

Rogue (Thug archetype)

Feats (included feats gained from Rogue Talents)
Improved Unarmed Strike, Enforcer(APG), Weapon Focus (Unarmed Attack),
Dazzling Display, Shatter Defenses, Two Weapon Fighting,
Improved Two Weapon Fighting, Stunning Fist, Dastardly Finish(APG),
Shadow Strike(APG), Intimidating Prowess

The point of the feat selection is to give a feel of martial arts to the character taking advantage of the huge skill pool of the rogue, maxing Intimidate and taking advantage of two-weapon fighting.
Also Unarmed Strikes can deal non-lethal damage without penalty taking advantage of the Enforcer feat as an opener for battle.
(Charge opponent dealing non-lethal damage and gain a free Intimidate check against him, Thug archetype increases the duration of demoralize by 1 round allowing you to "Shatter" his defenses until a buddy of yours can come and flank your opponent, if he survives)

So far it works as a charm plus it has several crowd control capabilities for a non-caster non-mystical character.