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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?
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.
I am looking for a class that can hold the front line all by himself and still have about 2 skill ranks per level without using the favored class bonus for an additional skill rank. I have looked into fighters and I like them but I don't want to butcher my INT to make them effective. Paladins are nice but once again I have to butcher my INT for more important stats. Please help me!
Please clarify "hold the front line all by himself"
-You want a tank character, a controller or a lobster-DPR hybrid?
As far I can tell an Oradin can fulfill the first two of the roles mentioned above.
-Sacred Shield-Warrior of the holy light/oracle of life or oracle of lore. Progression should go 2/1 limiting your spellcasting as an oracle but still being able to hold the line and supporting your allies with revelations and paladin powers.
-As for the third role a "Come and get me Invulnerable Rager Barbarian can do this quite easy and since you only require 2 skill points per level you can effectively dump Intelligence.
Ninja/Scout with Mythic Champion abilities mentioned above using a longspear with death from above, lunge and spring attack feats.
As for magic items, boots of striding or any other better pair of boots to improve your acrobatics, movement speed or capability to ignore difficult terrain, cloak of arachnida or wings of flying, rhino-hide variant armor light armor preference and other magic item that improves your charging bonuses and sneak attack.
A high charisma paladin in the party would make this quite dangerous at level 11, or heck a cleric 9/paladin 11 character just for giggles
Actually we do have an Oradin tank in the same group with the aforementioned cleric, he's also quite the beast while buffed up by the second turn of the battle. Thankfully surprise and first rounds of battle matter little thanks to the "initiative boosters" of the group (9lvl diviner wizard and Inquisitor with the Tactics subdomain).
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"
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.
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.
Thanks for the help guys I'll consider your suggestions before I take my decision.
@brad2411 and Level 1 Commoner (love the name btw)
I had totally forgot about that item, thanks for reminding me.
Our group started playing WotR last month, after several sessions with awesome fights, roleplaying scenes and generally good time our GM (who has a knack of slightly altering "written" stories) set a dilemma for my Paladin.
Story so far, Possible spoiler:
In our last excursion in the Worldwound we managed to save a couple of commoner NPCs from ritual sacrifice in the name of Baphomet (not sure if this official or just something he came up).
They both were in a state of insanity and their "restoration" costed quite much in our group (not that there was an issue since most of us are good).
After an entire session of "healing" them and checking them for their trustworthiness (detect evil spamming, zone of truth and stuff) a certain cleric "Core" NPC informs me privately that their soul has already been corrupted by the failed ritual and eventually they will betray or harm us without them knowing it and asked me to put an end to their misery.
I asked if they could be saved from such a fate but I received a negative answer. I didn't discussed it yet with my group as such a decision will surely leave a black mark at my character's ethos and reputation regardless my course of action.
I disregarded any notions of asking why our spells failed to find any sign of corruption and yet that NPC "sees" it as clear as day, as I know that I'll receive a vague answer like "the corruption is subtle and undetectable in its current state but it will grow stronger" and stuff.
Question:
So my dilemma is the following should I disregard the cleric possibly leading to long term evil by inaction.
Proceed with their "execution" for the greater good (releasing them from the grasp of a demon-lord and protecting our allies)
What about just plain rouge? Pure Vanilla Rouge? No one?
Vanilla Rogue is quite MAD in order to be effective at everything he can do.
Simply speaking a Rogue uses his skills for defense and troubleshooting and feats and skills for offense.
F.E.
You need maxed out Bluff or/and Intimidate for Feints and demoralizing through "Shattered Defenses". Also you can use offensively the combo of improved disarm & catch off guard.
2 points for Charisma
For defense you need maxed out Sense Motive for defense from Feints, Escape Artist against grapple checks, Acrobatics for maneuvering, fighting defensively and flanking without getting smashed.
1 point for Wisdom
2 points for Dexterity
These are five skills out of the 8 skills per level.
Now throw in some troubleshooting skills
Disable Device (no explanation needed)
Perception (see above)
Use Magic Device (best skill tool ever, damn hard to use properly without focusing on it.)
1 point for Wisdom
1 point for Intelligence
1 point for Charisma
All these without getting any knowledge skills.
So far we have:
2 points for Dexterity
1 point for Intelligence
2 points for Wisdom
3 point for Charisma
Assuming that you will get Improved Feint (unless you don't want to sneak attack higher level Rogues and other opponents with Improved Uncanny Dodge) you will need an Intelligence Score of 13 for Combat Expertise, so that gives you one extra skill point to spent as you like (ignoring favored class and racial bonuses)
Strength related skills are useful since most of them are mobility related but with proper tools and single rank dipping can allow you to not focus on strength, unless you want to play Lara Croft.
So my point is that unless you ignore some capabilities of Rogue (by using archetypes) you will just be moderate compared with a specialist, you know the "Fifth Party Member".
I'll try to make a build for that if you want to sometime later.
Unfortunately unlike the 3.5 edition now the Rogue is the 5th party member replacing the Bard.
What we have now is a moderate BA character that can be a skill monkey but with no mechanic benefiting from high intelligence except its capstone ability, a trapfinder that is overwhelmed by archetypes like the Archeologist Bard, not to mention one of the most useful skills for a rogue UMD that several casters (summoner, sorcerers even paladins with or without the trait) are better than the rogue.
(no the trait that uses INT for UMD doesn't save the rogue since Wizards Magus and Witch can take this too).
Restriction to light armor if you value Evasion and Improved Evasion (who doesn't), a nice defense against other rogues/sneak attackers unless you get feinted and finally a powerful gambling mechanic called sneak attack that has too many vulnerabilities for its awesome potential.
As for rogue talents regardless of how awesome some of them are there is a certain mechanic that foils most of them.
All sneak attack related talents cannot be combined unlike rage powers like totems for totem barbarian, critical feats with critical mastery or magus arcanas.
Certainly several archetypes give interesting and even competitive options for the rogue like scout and knife master but still none of them can cover the weaknesses of the class as the OP mentioned, bad saves, no BA boosting (except finesse rogue and weapon training) and low survivability.
My suggestions are the following:
1. Give the rogue a way to identify if his target may be sneak attacked see Inquisitor's Monster Lore.
2. Either replace trap sense or give him a "Luck Pool" like the Grit of Gunslingers (similar mechanics and all) that allow him to luck out from tough spots like failed saves on ongoing effects.
(This would be nice to utilize with high Intelligence, being macguyver and stuff)
3. Introduce a feat or advanced talent that allows him to combine two sneak attack related talents.
4. Sneak attack is all about hitting a vulnerable vital spot so maybe a bonus on called shots could be introduced with sneak attack like +1 on called shots every two dices of sneak attack damage.
I like how soooo many people are not complying with the OP and posting builds that work (like I did) and just putting up anecdotes and 'rogues are x' opinions (which the op specifically asked us NOT to do)
This is a thread for kick ass rogue builds people, if you can't contribute one, please remain silent.
Waits for the haters...
Ok I'll bite...
First of all I apologize for ignoring totally the OP's initial post, my bad mate.
I posted my character build considering that this was an optimization thread for rogue builds that can work (being multiclass or not matters little as optimization usually involves multiclassing with base, core or prestige classes.)
Going "Hater" mode
To dear STR Ranger, I really admired your suggested Kick Ass Build...
BUT the archetype is called THUG not Brute don't confuse the Hater community.
Following the critical route with moderate base attack is a gamble and sneak attack is already a gamble on its own, not worth the risk.
Going in melee along with martial characters with low AC, without Uncanny Dodge and expecting for offensive defense to kick in you are probably dead meat.
Not to mention your optimized 11 Wisdom, good luck with that dominate person you big mean killing machine. ;D
IMO the rogue should be an opportunist/skirmisher while in combat instead of fighting side by side with pure martial characters.
I'm currently playing a 7th level halfling rogue/fighter (Bandit/Sniper_4-Crossbowman_3) focused on ranged combat in the "Wrath of the Righteous" campaign path. The main concept is to optimize the "one shot one kill" tactics which of course is not possible except on certain circumstances but so far it is a quite pleasing concept.
I used from ARG the low blow and swift as shadows racial traits since the main method of damage is sniping and confirming the critical ranged attacks with a crossbow vs everyone larger is quite welcome with a crossbow (reduce person wand makes wonders also for me).
For Rogue talents I chose Snapshot (it has perfect synergy with Bandit) and Sniper's Eye
While planning to get later underhanded for nasty opening in surprise rounds, surprise attack for those opponents with special abilities during surprise round (yes that’s you Diviner Wizard) and for advanced rogue talent I'll get stealthy sniper.
I plan to get five more levels as fighter somewhere between 11-13th level for crossbow expert and improved deadshot yet even with 8 levels of fighter there are very few feats to spare for an optimized archery build so I chose to cover my lack of feats with magic items so my feat progression goes as follows:
R1st Point Blank Shot
R3rd Deadly Aim
F5th Far Shot, Rapid Reload (bonus – Fighter)
F6th Weapon Focus (Crossbow) (bonus – Fighter)
F7th Vital Strike
-----------------
R9th Extra Rogue Talent (Ninja Trick – Extra Range)
F11th Devastating Strike, Weapon Specialization (Crossbow) (bonus – Fighter)
F13th Improved Vital Strike (bonus – fighter), Point Blank Master
R15th Improved Devastating Strike
R17th Critical Focus
R19th Disrupting Shot
F20th Greater Vital Strike (bonus – Fighter)
A total of 12 levels of Rogue and 8 levels of Fighter
I haven’t mentioned several Rogue Talents (and advanced) since I haven’t thought about them yet but as I mentioned earlier I have chosen some magic items to cover my lack of feats.
-Crossbow enhancements:
Seeking, Distance, Stalking, Keen, +5 Enhancement
-Sniper Goggles (for those cases when real sniping is needed)
-Wand of Weaponwand
-Wand of Vanish
-Wand of True Strike
-Ghost Touch Bolts +1
-Wand of Reduce Person
-Wand of Gravity Bow
-Bracers of Archery Greater
-Belt of Dexterity
It's a one trick pony alright but most "optimized" characters are.
IMO by adding some rogue talents that could emulate other class abilities and by introducing some new archetypes or revise older ones like the sniper (pls allow them to snipe with firearms) the rogue can get the prestige it deserves as one of the main four classes.
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)
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
Consider Half Orc Dragoon/Blood God Disciple 1/7 or 2/6.
Feats should go like this:
(1/7)
1.Mounted Combat (bonus), Skill Focus "Ride" (bonus), Ride by Attack
3.Spirited Charge
5.Power Attack or Death from Above or Horde Charge (racial orc feat-ARG)
7.same as above
(2/7)
1.Mounted Combat (bonus), Skill Focus "Ride" (bonus), Ride by Attack
2.Spirited Charge
3.Power Attack
5.Death from Above
7.Horde Charge
The BELT OF MIGHTY HURLING, Greater also gives all your weapons the returning ability for free so at late games since its cost (42000GP) a bit forbidding, is a must have for your build.
Switch-Hitter is the most optimal way for you focusing on pure melee at early levels with the occasional throwing weapon attack when needed.
My suggestion for class (single class with archetype combinations)
Ranger (Infiltrator/Skirmisher)
Cons
You lose Spells and Favored terrain.
Yes ranger spells are awesome but for an infiltrator/skirmisher casting with a steady loud voice while in advance into enemy territory is like screaming "here I am come and get me".
As for favored terrain, well a good ranger can live without it.
Pros
Hunter Tricks:
Defensive Bow Stance (Ex): The Ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity. - This can save you a feat or two.
Deft Stand (Ex): The Ranger can spend a move action to stand up without provoking attacks of opportunity. - I hate it when I get tripped.
Hobbling Attack (Ex): The Ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds. - No Save Slow effect, Yes Please!
Adaptation (Ex):
This works with your favored enemy selection giving you special abilities or feats depending your enemy, I suggest the following:
Humanoid (giant): low-light vision, Lunge, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.
(You will meet Giants in most campaigns and throughout most levels after 4)
or
Magical Beast: darkvision 60 ft., Great Fortitude, low-light vision, natural armor +2.
(same as above)
or
Animal: climb 15 ft., darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision, natural armor (+2), swim 15 ft.
(this is not so optimal really but it will give you more movement options saving you ranks in Climb and Swim skills)
Assuming that you will make a human ranger your feat progression should go like this.
1.Power Attack, Point Blank Shot (Human)
2.Two Weapon Fighting (bonus)
3.Endurance (bonus), Deadly Aim
5.Quick Draw
6.Improved Two Weapon Fighting (bonus)
7.Rapid Shot
9.Precise Shot (unless you get it from items), (Feel free to choose)
10.Greater Two Weapon Fighting (bonus)
Your solution is just one item and its upgrade, "BELT OF MIGHTY HURLING, LESSER/GREATER"
With this you will use your strength for ranged attack rolls and improve thrown weapon range by 10ft.
Go Ranger with Two Weapon Combat Style and focus mainly on strength.
I'll try to make a build for you if you like later.
Depends on the bloodline you choose, as well access to books since RotRL is quite old and some GMs don't allow newer sourcebooks.
Assuming that you keep Fey bloodline and pump up charisma to the edge (20) you can qualify for save vs win spells even though it is sub-optimal IMO.
I suggest that you choose a number of spells from each category (CC,Support,Blasts etc.) preferring spells with multiple effects and AoE blasts.
I cannot suggest to you spells specific for the campaign unless ofc you don't mind spoilers, all that I can say is that the whole adventure is dungeon-crawling at its finest.
I really loved it even though my rogue build was sub-optimal for that adventure keeping me for two or three books incapable to use my specific build.
P.S. Consider Sylvan bloodline if your group is low on players, getting an animal companion can be a real boost to your party.
I use a magnetic whiteboard (4'x3') for my games, ofc it had no grid initially so I used a permanent marker and after measuring I placed dots at the cross-sections.
It looks kinda like a whiteboard with smallpox but it allows me to draw any space/dungeon on the spot without having to use different color markers in order to not get confused with the grid lines since some of my players have mild cases of dyschromatopsia.
Running "Snows of Summer" for my group for two sessions so far.
The players are really experienced yet they decided to approach this adventure from a optimizing/trolling point of view, making in my opinion a disfuctional group (two weapon warrior, musket master and vanilla rogue).
After the first session our Gunslinger almost had a nervous breakdown shooting everything in sight while in the forest (courtesy of an Elk, several pixies and a Snowman), our rogue became almost suicidal (as a character) due to his inability to perform properly as a scout/trapfinder, muttering "I hate snow and Christmas..." and the Fighter performed more or less as a meatshield for white sewing needles (almost died twice).
Luckily for them I had a couple more players join in for the second session (a Cleric and a Conjurer) increasing the survivability of the group tremendously and allowing the group to successfuly face the first mini-boss.
So far the group feels considerably trolled out (especially the gunslinger) from the encounters, yet I enjoyed every moment of it.
It might need a bit softing regarding the DC's for perception checks and traps.
A word of notice to whomever wishes to run this, have at least one of your players to roll a skill monkey.
I am trying to convert races and classes from Star Wars D20 to Pathfinder using the Advanced Race Guide and need help to convert a few classes to be Jedi/Sith any ideas on how to run that?
this is a truly war between conversions!!
stars wars and jedi, i try a bunch of manners!!
mix pal monk, mix pisonic and monk... ill never reach a goal here, its my weak point
tell me if u found the way
For starters whatever class you convert into Jedi/Sith it must be able to use "Flame Blade" (Drd/2-lvl Spell) with a "lightsaber" Hilt as a focus.
The Haunted Curse and its benefits for Oracles seems to suit to a Jedi/Sith giving them access to TK abilities, plus as a varied RP theme being "haunted by the Force"
Magus would also fit in as spellstrike using "Force Push" after a flurry of saber strikes was also seen in the last movie.
Well, I'd love to see the developments of prior AP's in Varisia acknowledged here. Then again, I've been asking for some metaplot advancement for a long time now. Golarion is all set-up and no pay-off. ;)
I'm sure there is a group out there who:
** spoiler omitted **
Paizo can't advance the metaplot without invalidating their game, which I do not support.
"firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim."
So supposing that I use Deadly Aim or Vital Strike or any other "activated" feat regarding range attacks, will the attack still resolve against the Touch AC of the target or not?
IMO a druid "without wildshape" variant would fill in the Jedi "Consular" role quite nicely too.
Jedi seek to bring balance to the force, so are Druids "bring balance to the world"
From a mechanical point of view the following spells could interpret as lightsabers
Shillelagh (or however it is spelled) /Druid 1, can count as a OP saberstaff
Flame Blade /Druid 2, is the spell version for lightsaber. Light, elegant deals fire damage and it is immaterial.
This is a nice idea but it is unfortunately a loophole allowing the user to copy scrolls for free, certainly not allowable IMO.
You could create this a container for scrolls like a handy haversack for scrolls bringing you the proper scroll at hand ready to cast.
You could even allow to Scribe Scrolls in it, paying their proper costs in special inks, dusts etc. and have them kept safe in this durable, waterproof, even fireproof with the proper cost increase.
I'll try to not get misunderstood, I loved WotC for bringing D&D in my life, (late starter, didn't had any relation with the sport back when TSR had the reigns).
I had purchased almost every D&D related title since 3rd edition and everything just blown my thirst for the game into new levels.
Then repetition started to become apparent and introduction to new ideas was not play-tested enough in order to amend any fault at them.
Thus powergaming became a new addiction for me trying to find every hole in the rules or create eternal loops through lack of proper interpretation.
Now I want blame WotC for Powergaming (as a matter of fact I'm quite proud of myself for being able to do it, even though I disdain of doing it), it just made it so much easier to do this with all those new concepts and ideas without backing up their proper functionality.
Personally I doubt I'll consider to try the 5th edition, since so far Pathfinder suits my tastes and spends enough time to test its products before releasing them to the public.
IMO Quality is the most important factor to successfully keep a satisfied community of consumers.
IMO the ideal folklore style of Wizard is the Diviner.
Folklore wizards are usually subtle and rarely flashy, so schools like evocation, transmutation and conjuration (with few exceptions at certain spells) should be out of your vocabulary.
Divination will give you the access to be the almighty "I know everything" mindset that is common among wizards.
Illusion and Enchantment will make sure that your word is valid among others, "Are you sure that the Earth moves around the Sun, Copernicus?".
Abjuration and Necromancy (fear related spells only) will provide you with defenses that you will most likely need in case your group fails to protect you.
Consider taking metamagic feats like Still Spell, Silent Spell, Quicken Spell and perhaps Eschew Materials as these could indicate for role-playing reasons your mastery with magic, "I can cast a spell by a thought"
Arcane Bond with a Staff is the most common feature among folklore style wizards, familiars were more common with Witches.
As for items Robes are iconic as well as some form of a hat or skullcap.
A specific item that would be useful is a "skullcap of comprehend languages", although you will surely learn lots of languages through your high intellect and ranks in linguistics, sometimes it just happens that you cannot understand what in the nine hells the guard at the top of the wall is shouting at you.
Avoid flashy displays of magic either from your spell list or from your items unless it is the time to really show off.
In general, magic is not in PF or D&D ascribed to raw anger, it's a more deliberate thing.
For a wizard, absolutely.
For a sorcerer? A guy who can get angry enough that it mystically sets people on fire doesn't really bother me.
(The orc bloodline abilities are mostly gish-y, and strength/rage related, FWIW.)
Then I'm sure there will be Goblin/hobgoblin/bugbear bloodlines, with roguish type elements, and kobold bloodlines with trappish elements, and so on. :(
Don't get me wrong, I love the changes to sorcerers, and I love bloodlines. However, bloodlines should be associated with something magical, not everything under the sun. Orcs are just not in any sense of the word 'magical' as a race.
Fey : Fey are magical beings.
Elemental : Elementals are embodyments of element magic.
Dragons : Dragons are inherently magical.
Destined : Fate specifically chooses you, or you were descended from a line of kings and queens with divine right.
Aquatic : Mermaids are inherently magical, as are most other creatures you can be descended from.
Arboreal : Descended from giants, trolls, and spirits (all inherently magical)
See the theme? All the bloodlines have to do with things that are inherently magical. Orcs are not inherently magical.
Well it depends how you interpret the whimsical nature of magic, I could also add to your list the following:
Elves: Faeries (not Fey) are considered the epitome of magical nature.
Aberrations: Call me Cthulu/Aboleth or whatever magical mass of flesh and appendages that cannot possibly be natural unless in some crazy nightmare.
Ogre Magi could be considered Arboreal or Fiends (taking the Golarion flavor or Oni possessing Ogres)
And since we already have an Eastern influence (see Oni above)
you could consider "Hot-Bloodedness" as a potential source of raw inherent magic that defies logic and laws of nature.
So IMO, yes Orcs could be the stereotype of "Hot-Blooded" magic, nothing throws a feat of rage as an Orc.
As for the OP the theme of Elf Sorcerer with Orcish Bloodline is a good chance for discussion between the player and his GM.
In my campaign a guest PC decided to create this Sorcerer as well, I allowed it as long as he would use the Crossblooded variant and choose also the Aberrant Bloodline as well since in my Campaign Setting Orcs and Elves weren't the same species that got transformed by the cruelty and malice of Morgoth.
True enough although I would like to know how did a barbarian got a Flying Mount without being a druid/ranger/summoner or even Antipaladin
Also Pounce works while charging and not by charging while being mounted else we could see silly concepts like:
Gargantuan Dire Tiger (under animal growth or something like that) pounces on target while being used by a huge "awakened" dire tiger druid that also pounces, as a mount.
The "Rider" dire tiger acts also as a mount to a large awakened Tiger with Rogue/Scout-Ranger levels (COHORT) that pounces and also acts as a mount for his animal companion tiger that has been extensively trained to act as a rider and had its intelligence improved to justify its bizarre training.
Plays first since he always wins initiative
Time-Stop (extended with rod) (4 rounds)
Mage's Disjunction (area version)
Cast Gate as a horizontal circle above our opponent
Reverse Gravity (area non-target spell, may extend by feat)
Need rule clarification for being able to cast another spell while concentrating on a previous spell.
very interesting combo
The point of this combo is to deactivate any magical item the opponent has that could allow him to ignore Reverse Gravity and Gate (used as a planeshift portal)
Make a gate to a very inhospitable plane and make him fall into it with Reverse Gravity since it allows no saves.
Quite handy, has worked before and it is a creative way to cast a "Ritual"-like "no-save just die" spell.
Advice for the OP, leave damage dice for martial classes if you want something dead and you are quite confident in yourself go for save or die/lose spells
Plays first since he always wins initiative
Time-Stop (extended with rod) (4 rounds)
Mage's Disjunction (area version)
Cast Gate as a horizontal circle above our opponent
Reverse Gravity (area non-target spell, may extend by feat)
Need rule clarification for being able to cast another spell while concentrating on a previous spell.
Last time my party had no healer starting at level 1 at the Rise of the Runelords Adventure Path.
They managed to reach until Xanesha at the second or third chapter if I remember correctly where they got a TPK moaning about too few resources to spent, note that 70-80% of their total wealth was spent on healing potions and wands of cure light wounds.
My suggestion, provide them with duct tapes of healing, each foot of duct tape heals 1 HP and the whole package should be near 50 feet of duct tape.
By the end of the battle they should be looking like duct tape mummies and after removing them they would look like hairless monkeys, or they could roll a healer for their group.
Also in PF you don't actually declare dodge to a specific target anymore, the dodge bonus to AC is just active all the time.
And unless he'a actually passing through at least one threatened square he doesn't need acrobatics (moving into a threatened square does not cause AoO, leaving it does)
But yes, what he does sounds legal. Just don't forget that he's usuing his 3rd iterative there, so he's at BAB-10 even if it's against touch attack there.
Ah yes "declaring" that he dodges is something like a relic attitude from 3.0 edition.
Yes he does have +12 Base Attack and does reload his gun every second round, still I don't know why he hadn't taken rapid reload earlier.
The gunslinger in our party has used the following tactic repeatedly since our DM allows it but I would like your opinion regarding the legality of it.
The gunslinger has the Deft Shootist feat allowing him to reload and fire his musket without provoking attacks of opportunity.
He hasn't got the rapid reload feat yet so whenever he wants to use his iterative attacks he moves in melee with acrobatics while declaring dodge to his target and at the next turn he attacks with the warhammer part of his musket-warhammer and at the last iterative attack (lowest attack bonus) he fires at his target, in a few words he makes two melee attacks and one ranged touch attack at every full attack while in melee range.
A Black Powder Inquisition inquisitor with the Amateur gunslinger feat seems interesting and useful. I see an upside in being able to ignore strength entirely (over needing some of it for extra damage with a bow) but at the same time, it uses up a domain and a feat and you'd still need to pick up PB shot and Precise shot simply to function in a typical encounter (once all of your allies engage all of the enemies in melee). How does this compare to a normal Archer Inquisitor?
Black powder inquisition along with amateur gunslinger gives you access to firearms proficiency, gunsmithing and 1 grit along with a first level deed, Quick Clear(Ex) being the best choice.
Throw in Deft Shootist Feat (note that you need Dodge, Mobility feats) and you can fire and reload at melee without provoking attacks of opportunity, allowing you to go in melee with shotgun at hand and not worrying about shooting your allies.
Also the spell-disruption ability of the Inquisition makes him quite effective as an anti-caster
Gun wielding stacks nicely with Inquisitor since it is a wisdom based class allowing you to gain grit up to your wisdom cap.
You can improve your stats from early levels by spells like Bless or Wrath and Divine Favor (which also stack nicely with "Zest for Battle" dwarf racial trait)
IMO Black Powder Inquisitor is remarkably good at what he does without even needing to choose any of the anti-caster variants presented in Ultimate Combat.
Well it depends what you need from both class types.
Lots of classes are candidate for tank, the question is:
Do you need the rogue for skill monkeying, trapfinding/disabling or sneak-attack damage dealing?
As Mark Sweetman mentioned above Urban Ranger is your best bet.
Full BA, lots of skills, trapfinding and viable to play with Mithral Breastplate and Shield while wielding a finess-able weapon.
Skyrocket your Dexterity score followed by Constitution and Intelligence.
Consider choosing Dwarf as a race its benefits compliment nicely both tanks and rogues (trapfinding rogues).
Prefer a switch-hitter variant using crossbows for combat style in order to keep your threat high enough (avoid the full attacking ranger or take him out as quickly as possible?)
Well since Pathfinder is a fantasy oriented RPG, what you can effectively do, is to create a Batman wannabe.
I'm quite fond of the new approach to Batman as seen in the last two movies so my suggestion goes like this:
"Thug/Bandit archetype Rogue"
He had to become a criminal in order to understand criminals and those two variants are definitely the type of criminal he had become in the beginning, a Bouncer.
"Infiltrator archetype Inquisitor"
Since Ninja is a Rogue variant, the closest class that could interpret Bruce Wayne while in training from Rasz' Al' Ghul(*) is the Inquisitor.
He gets enough tricks in order to infiltrate into targets of the organization, also choose a trickery domain and you are almost complete.
"Shadow Dancer"
Batman at his beginnings as the Dark Knight, takes the theatrics to another level literally using fear and the cover of the night, the Shadow Dancer is the closest prestige class that qualifies for that plus it gives him access to the uncanny dodge that he lost from the Rogue archetypes.
According to this variant besides the Bloodline Arcana you get also the
Sacred Cistern bloodline power, which replaces "Wings of Heaven".
So the question is how does this affects the level 20 bloodline power:
"Ascension (Su): At 20th level, you become infused with the
power of the heavens. You gain immunity to acid, cold, and
petrification. You also gain resist electricity 10, resist fire
10, and a +4 racial bonus on saves against poison. Finally,
you gain unlimited use of the wings of heaven ability.
Finally, you gain the ability to speak with any creature that
has a language (as per the tongues spell)."
Do you get the wings of heaven power that you replaced at level 9, you get unlimited uses of Sacred Cistern instead or you just don't get anything.
Wild Stalker/Skirmisher Ranger (similar concept to barbarian, more customizable IMO)
Brawler Fighter*
Unarmed Fighter*
Raw Fighter
Armor Master Fighter (really a beast too although he's more suitable for Captain America themed character)
-(OK I think that since most archetypes for fighter can't be combined limits customization, although a Fighter is as customizable as no other class even without archetypes.
-No there are no Paladin builds I could think off and frankly I hate it when my Paladin doesn't use a weapon along with his shining armor.
Opinions differ in a party regarding what and who is a tank.
For a Fighter the tank is the lifesaver warrior that controls the opponents due to his maneuvers and tactics in order to keep safe his allies.
For a wizard similarly the tank is someone that will prevent harm from himself and his allies but when feeling bored will just blast the enemies to cinders like a real tank.
For a cleric a tank is his number one client, sturdy enough to handle the beating and trustworthy enough to keep the beating away from the cleric.
For the rogue a tank is a good wall to hide behind, a partner to flank with a victim and keep the victim occupied with him instead of the rogue and of course a tank is the best confirmation test for the trap he tried to disable a second ago.
For the Paladin a tank is the ultimate form of goodness and justice, an unstoppable force that will not fall no matter the odds, will not stop to spread the virtues he represents.
A force that will withstand and overcome any evil that tries to mess with his idea of how the world should be.
Of course opinions regarding what is a tank differ even among monsters.
Goblins think that tanks are Long-shanks in a barrel with pointy spikes.
not an archetype, but gun fighting style for ranger, I really took it as a given for the UC, but it wasn't there.
else: a few archetype that only replace unusual abilities and thus can be easily combined with existing archetypes. The rogue always gets trapfinding and such replaced, even the dagger master can't multi-archetype.
Trophy Hunter in UC is based on using Firearms and gets a firearms style although it isn't available for other archetypes.
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.
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.
As mentioned above a brooch of shielding does negate 100 points of magic missile damage for 2500gp, meaning that it will negate:
(Average damage)
33/16/11/8/6 Magic Missile Spells with the appropriate caster levels
If you think that 12000gp is expensive for immunity to a standard hitting, force effect, 1st level spell that may target multiple enemies and can be negated only by Shield spell,SR or higher level abjuration spells, well then maybe you should consider the opposite...
Isn't expensive to pay 2500gp for negating 6-33 magic missile spells when you could just by a wand of Shield fully charged for 750gp
Time is money and saving actions cost much more than crafting a powerful weapon or item.
A continuous effect should cost much more than a normal cast item because it takes no action from your part.
A permanent +4 Armor bonus like Mage Armor should cost more than an item that can cast Mage Armor twice per day at a 12CL.
The first costs no action and can be reactivated after a dispel, the other requires 2 standard actions per day and it doesn't reactivate after a dispel.
The idea being you can cast a spell at a lower caster level if you choose to, so that's why it'd be caster level 1.
I do like the justification for an extra ability attached to it.
I don't blame the rules, I blame people intent on finding a way around the rules. I know this will lead to a discussion of when do you follow the chart as-is, and when do you use the chart as a base guideline.
You could even use the AC bonus squared times 2500, which would make the base +4 shield bonus cost 40,000 GP. An extra 6,000 for immunity to magic missiles...
Yes the idea is correct however it shouldn't IMO ignore the required caster level for the item creation feat too, especially when creating infinite duration items.
6000gp for immunity to magic missiles is a bit cheap for me, regardless the character level a magic missile can be useful if used in numbers which is a common tactic in wars including arcane casters
(I've seen battalions of low level wizards with magic missile wands taking down stronger opponents in a battlefield)
The Shield bonus shouldn't be increased at 40000gp since it will surpass the cost of the "Ring of Shield" by a lot.