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Silver Crusade

Greetings all,

I can't find any information on this; I would like to purchase the retired 1e scenarios for my home game use, but they are not on the web store any longer. Is there any way I can acquire them?

Thanks!

Silver Crusade

1 person marked this as FAQ candidate.

I can't seem to find my specific question on the forums, so if it has been answered before, just point me in the right direction.

Ranged Spellstrike wrote wrote:
At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack.

So, I know that a myrmidarch can't use Spell Combat and Ranged Spellstrike at the same time, but the wording of Ranged Spellstrike seems to imply that you cast a spell and make the ranged attack at the same time. Not two attacks, just one attack roll with two damage effects.

But if that's true, it begs the question; which effect am I using for the attack roll? A ranged touch spell targets Touch AC, but a regular attack targets normal AC. If I spellstrike with a bow, and I can cast and attack at the same time, am I targeting Touch or normal AC?

Now, I plan to make a myrm that uses a gun, so the particular point is moot for me, so I am more concerned with the first issue; does Ranged Spellstrike allow for one attack roll with two damage effects?

To clarify the first question: I declare that I am using Ranged Spellstrike and casting snowball. I hit my target, and I deal my weapon damage AND my spell damage. Is this correct?

Sorry if this is all still confusing, but any help would be greatly appreciated.

Silver Crusade

Hey everyone,

I would like some help with building a PFS legal gun-wielding magus. I know it's not an optimal combination, but I am married to the idea of using spellstrike with a gun, as I think it would be fun to play. I have read the Myrmidarch guide, but it has not been updated with the latest options. Because the Myrmidarch is a switch hitter, I will have a scimitar, but I want the focus to be on using the gun.

Here's what I'm thinking:

Human Gunslinger (Pistolero) 1/ Magus (Myrmidarch) 11
Traits - Reactionary, Magical Lineage (Snowball)
Str - 10
Dex - 16
Con - 12
Int - 18
Wis - 12
Cha - 07
Attribute Increases: 4th - Int; 8th - Int; 12th - ?
1: Gunslinger 1 - Deeds: Gunslinger's Dodge, Quick Clear, Up Close & Deadly; Grit; Gunsmith; Feats: Point Blank Shot, Rapid Reload (Pistols).
2: Magus 1 - Arcane Pool +1; Spell Combat; 1st Level Spells
3: Magus 2 - Feat: Precise Shot
4: Magus 3 - Arcana: Reach Magic (Arcane Accuracy, Close Range, Familiar, Spell Blending ?)
5: Magus 4 - Feat: Weapon Focus (Pistol); 2nd Level Spells
6: Magus 5 - Magus Bonus Feat: Improved Initiative
7: Magus 6 - Weapon Training (Firearms); Feat: Intensified Spell (for Snowball)
8: Magus 7 - 3rd Level Spells
9: Magus 8 - Feat: Weapon Specialization (Pistol)
10: Magus 9 - Arcana: Reach Spellstrike (Retrain Reach Magic?)
11: Magus 10 - Improved Ranged Spellstrike; Feat: Improved Critical (Pistol) (Point Blank Master?); 4th Level Spells
12: Magus 11 - Magus Bonus Feat: Point Blank Master (Pistol) (Greater Weapon Focus?)
Skills: Acrobatics, Craft (Alchemy), Knowledge (Arcana, Dundgeoneering, Engineering, Local, Planes), Perception, Sleight of Hand, Spellcraft, Survival. Some will not be max rank, but high enough.

These are my major questions:

Should I stay with human, or go with elf or half-elf for the 1/6th magus arcana FCB, gaining one arcana and losing one feat?

What spells would be best, and at which level (i.e. should I get snowball at magus 1, or wait until magus 2, scorching ray first, or mirror image)?

Is my feat/trait selection good, or have I missed better options?

I know that my overall damage will be lower than regular magus', but can this build be effective (as in, contributing to the scenario)?

Should I get a double pistol later on?

Thanks for any help you can give!

Silver Crusade

So, I have searched the boards for information on this, but most of it doesn't pertain to what I want.

I would like some advice on making a PFS legal arcane necromancer that is more spell based than minion based.

None of the wizard guides seem to have any updates past Ultimate Magic, so I turn to you for help.

I want him to be human, but I don't know if wizard is the best class for this anymore. Are there any options that would be more powerful?

Any advice would be appreciated, along with feat and spell selection, perhaps a level progression.

Thanks!

Silver Crusade

So, I've been looking through the forums and the consensus is that until errata comes out, the shield champion archetype for the brawler is not proficient with shields as weapons. I've looked through the FAQ's, but have not been able to find anything. I did however, find this;

PFSRD wrote:

Shield Champion (Archetype)

Weapon and Armor Proficiency: A shield champion is proficient with all simple weapons and with shields as weapons. She is also proficient with light armor, and with bucklers, light shields, and heavy shields. This ability replaces the brawler's weapon and armor proficiency.

emphasis mine

Since this is coming from the SRD, does this count as errata? Or have I misread or misunderstood something?

Any help or clarifications are very much appreciated.

Silver Crusade

Blood Mage (Wizard)
Some say that the use of blood was how magic was first learned. There are some mages who have rediscovered the secrets of blood magic, and use it to fuel their spells. It is a path fraught with peril, but offers great power.

Constitution Dependent: The blood mage uses Constitution instead of Intelligence when determining the highest level of spells he can cast, his spell save DCs, number of spells known at 1st level, and bonus spells per day.

Blood Sacrifice (Su): Instead of normal material components, a blood mage uses his blood, or the blood of another sentient creature, as the material component for spell casting.

At first level, as a swift action, the blood mage may inflict an amount of bleed damage based on the level of spell he is trying to cast as a substitute for the material component cost (if any) of the spell. The amount of bleed damage is 1d3 for 0-level spells, 1d6 for 1-5th level spells, and 1d8 for 6-9th level spells. Valuable components worth more than 1 gp require an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of the component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). If the blood mage is immune to Strength damage, he cannot use blood sacrifice to create valuable material components.

If he suffers bleed damage from another source, he may use that for this ability. If the bleed damage dealt from another source is less than the amount needed for the level of spell he is trying to cast, he may not cast spells of that level that require material components. He may use it for lower level spells, however, as long as the amount of bleed is sufficient. If the damage is not healed, he may continue to use it each round for this purpose. Temporary Hit Points may not be used for this ability. If a spell does not have a material cost, then no payment of blood is necessary.

Alternatively, a blood mage may sacrifice an amount of Constitution to increase the level of a single spell by half of the amount sacrificed without taking up a higher level spell slot, or, to increase his caster level by twice the amount sacrificed for a single spell. This is in the form of ability damage, and may not be healed by any means (including wish, or miracle) except natural healing. If this would increase the spells level to a level higher than he can cast, the blood mage must make a caster level check in order to cast the spell.

Due to the vastly different nature of blood magic, the blood mage cannot use normal material components for his spells; he must use blood. A blood mage may never take the Eschew Materials feat.

The blood mage may use his Blood Sacrifice abilities on another sentient creature instead of himself. If the creature is unwilling, it must be rendered helpless before performing the Blood Sacrifice. Whether a creature is willing or unwilling, use of this ability on a sentient creature other than you is considered an evil act. This ability replaces Arcane Bond.

Cruoronomicon: A blood mage’s spell book is written in blood instead of ink. It functions in every way as a normal wizard’s spell book, except that he must use his blood sacrifice ability when paying to have spells copied from another wizard’s spell book or from scrolls.

Toughness: A blood mage gains Toughness as a bonus feat at 1st level. This ability replaces Scribe Scroll.

Any feedback would be greatly appreciated.

Silver Crusade

I wasn't sure where to post this question, so if this is not the correct board, please move it where it needs to go.

I have looked though the website, but I cannot find anything about submissions except for the PFS Quest submissions. I have an archetype that I would like to submit, but I don't know where to do that, if Paizo even accepts submissions like that, or if they can offer an official critique of my archetype by one of the Paizo staff.

Does anyone have information on this?

Silver Crusade

Is it possible (or advisable) to have someone privately critique an archetype I made and still have it be eligible for a future RPG SS that has an archetypes round?

And if so, what would be the best way to go about it?

Silver Crusade

Hello all,

I would like to take advantage of the announcement of the CORE Pathfinder Society rules to ask of all you guide writers out there to consider making in-depth guides for the core classes.

As of now, I only know of Treantmonk's standard setting guides, but he does not cover all 11 core classes. If we get some new guides out that incorporate all of the errata and years of strategy, I think it would be a fantastic resource, especially for new players.

And since these would be for the Core game only, there would be room for each guide to have a section dedicated to how the class works, and strategies for working with the other classes. Optimization is good, but understanding how and why the class works is just as important.

I make this request because my job prevents me from having the time necessary to devote to guide-making, as I am constantly travelling, but I also lack the system mastery needed to make such guides. Therefore, I call on my betters to bring forth their rules fu and craft some masterful documents full to bursting of munchkiny goodness!

Silver Crusade

My group is starting a pathfinder game this weekend, and due to the nature of my job, I am going to miss out on many of the games. So I want to play a character that will be easy to bring in and out as my schedule allows, and for me that is a CN Barbarian.

My GM is only allowing the core rulebook at this time, as this is his first time GM'ing Pathfinder. I have scoured the boards, but there are no threads or guides for building a core only barbarian. I have read the Barbarian guides that do exist, so I know what the basics of the build are going to be.

My question is, with only the core book, what rage powers are the best to take? Or, put another way, which rage powers will make me effective at bashing face and surviving to tell the tale?

We are starting at 1st level, but I am hoping that I can play enough to see my character hit at least 10th. We are using the 20 pt buy, I'm going with a human, and my focus will be a 2-handed weapon.

Any help would be greatly appreciated!

Silver Crusade

So, my group will soon (as in probably next year) be starting a Pathfinder campaign. I have several ideas of what I want o play, but since I love halflings, and I love paladins, I thought to combine the two. I've heard that small characters make great mounted chargers, so I want to explore the idea, but I'm not that great at making an optimal build. So here's the rules:

Corebook, GM's Guide, and Beastiary 1 only. (My GM is not familiar with the system so he only wants the core material at first.) I thought about going gnome and taking Arcane Strike, but it won't scale with my level since I don't have arcane caster levels, and 1 extra point of dmg that takes a swift isn't worth a feat, in my opinion.

So, any advice? What feats should I take and at what levels, which divine bond do I take, if the animal, then what kind, etc.

Silver Crusade

Is there a feat or class ability that allows you to use your INT mod to your attack instead of STR or DEX? I've been searching around, but I can't find anything. I could have sworn that there was something, though.

Silver Crusade

Hey all, I need some advice on how to teach the game to a new player.

This is a guy who has never role-played before, and has always thought of "D&D" like games as "the game those fat virgin nerds play in their parents' basement" (not an actual quote, just trying to put the social stigma into words). He had never even considered playing until I told him about it.

I had the idea to get him used to the idea of role-playing itself by having him imagine his character, what he looked like, what weapons and armor he wore, etc. Then taking him through a short "adventure" where there are no dice rolls, just descriptive actions. I would describe the scene, and then ask him what his character wants to do. In this way, he is learning how to role-play his character while building the character's personality at the same time.

After that, once he is comfortable with the idea of role-playing, then I introduce the rules of the system.

So, what do you think? Any advice or critiques on this? Have any GM's here had to teach not just the rules of the system, but the concept of role-playing itself?

Silver Crusade

If an archetype replaces a class feature that is also a feat, can you then take that ability as a feat later on, or are you forever locked out of acquiring the ability?

Ex: A Zen Archer replaces a monks stunning fist, which is also a feat. Once your character meets the prerequisites for stunning fist, can you take it as a feat, or does the fact that the archetype replaced it mean you can never gain stunning fist?

Silver Crusade

I put forth this challenge to to build masters of these boards!

Build the ultimate min/max zen archer using the kasatha race from bestiary 4!

I'm current making one in HeroLab for s**ts and giggles, but I'm far from a master min/maxer. Thus I turn to you masters of the boards for aid.

My stat spread is thus:
20p buy
Str - 14
Dex - 14 (+2 from race)
Con - 14
Int - 12
Wis - 18 (+2 from race)
Cha - 7

It's looking like, if I'm doing it right, that the character will have four attacks at a +1 with ranged flurry at 1st level! (that's with 2 longbows equipped)

Thanks in advance!

Silver Crusade

I have searched the forums and I can't find any builds for this, specifically. Can anyone help with making a PFS legal and optimized trip magus? I am thinking of doing an Elven Spire Defender archetype that uses a whip, though I am by no means married to the idea.

Silver Crusade

Hey, everyone. There is a kickstarter running for a cool start-up game called "Edition Wars". It's a very tongue-in-cheek card game that pays homage to, and pokes fun at, all things gaming. They're offering free GenCon passes and copies of the game for certain levels of patronage. If you're a fan of gaming in general (and who here isn't), then I highly recommend at least checking it out.

Here is the Facebook page,

www.facebook.com/thegamernation

and the Kickstarter page.

www.kickstarter.com/projects/435243061/e...