Imhrail: hmmm...I might have to check that out! Askdal Aleheart: Hmm...a lot more to consider lol I'm guessing PFS Core is only the Core Rulebook?
Ok, so I contacted Sam P who coordinates the Albany, NY area. I'm currently in the process of moving to the Poughkeepsie, NY area, and I'm extremely lost on this because I've never even played in a Society game!! I also have a problem...I don't think I can play Friday nights, because my job might have me working there from 3pm until 11pm
I just checked the map of Locations that nosig posted and there's only one store nearby, and they don't run games often :/ godsDMit, the person who covers the area closest on that list to me is an hour from where I live, so I dunno if I should contact them about the situation. Would they still be able to help me out? Askdal Alehart, although I'm looking to play in almost any game, I would absolutely prefer to play my own character. Are there many online games available that would allow me to play with my own?
Chess Pwn wrote:
Ah, I missed that. What book is that from? I don't see it on the PFSRD, and I can't find it in Google search
Chess Pwn wrote:
Correct me if I'm wrong, but I don't see an ability for Unchained Monk that gives them all knowledge skills as class skills and with bonuses...
RainyDayNinja wrote:
Very interesting... Any idea which advanced weapon training allows that, and what feat gives BAB in place of intimidate ranks?
Menacing Shade of mauve wrote:
I didn't catch that, that's great! Now...do both attacks use full BAB-2?
Hey everyone. So I may be playing a Magus in an upcoming game, and I just want to be sure that I have the Spellstrike/Spell Combat rules down pat. I read this: http://paizo.com/threads/rzs2nler?A-Guide-to-Touch-Spells-Spellstrike-and-S pell#1 and I got this from it: Spellstrike lets you discharge a touch spell with a melee attack with a weapon instead of a melee touch. Spell combat is two weapon fighting with a weapon and a spell, could be offensive or defensive. Using the two together results in a full attack with the melee weapon and a melee touch spell that gives a free melee attack to discharge the touch spell. Please correct me if I'm wrong. I've read MULTIPLE different explanations on these abilities melding!
Hey everyone! I'm looking at making my first Society character, but I'm having a hard time figuring out what class to play. I want to play a class that specializes in martial combat, but also has a decent amount of skills. I have access to the Core, Advanced Race Guide, Advanced Class Guide, Ultimate Magic, and Ultimate Intrigue. Thanks ahead of time!
Ahh understood. Thank you for clearing that up!!
Highlighting the part about race selection...it says that you can choose Core races, Nagaji, Kisune, Tengu, and Wayang, but other races from different books are allowed...so what's the deal? Lol can I choose other races, or are those just what can be selected with boons? And can I select alternate racial abilities, or do I have to use the stock race?
I should try to find my ARG. I also realized that my buddy planned on giving me the Advanced Class Guide as a parting gift, so there's that. I guess I could get the rest in PDF form considering they're only about $10 each.
Hey all! So, I'm currently in the midst of a move, and that will take me away from my usual playgroup which is NOT part of PFS. I AM looking to get involved with a game shop near me that currently runs some PFS games, but I've heard that I need the actual physical books in order to participate. I do no have any physical books other than the core and the Advanced Race Guide. In addition to those, I have a bunch of other books in PDF form that were gifted to me by friends in my current group. I was wondering if those PDFs would suffice and be legal for use in PFS
Wow, a bunch of replies! Lemme start from the beginning and work my way down: @Nazrelle: That's an interesting build. I've never thought of an interaction like that...might be something to look into for the future. @Mr_Outsidevoice: I'm sorry, I should have specified! Arcane, Divine, or Occult. All of these work for me, but I would prefer to remain within the Spontaneous casting classes. I'd like to do things other than just casting spells if possible. @lemeres: Kineticists have piqued my interest since I first saw them printed. What's the deal with their limit to burn, though? Isn't it a bit low for them to be viable? @HyperMissingno: I've actually played a Bard in the past. It was the Undine racial archetype, and I focused on the waterbending. It was awesome for utility, but I kept defaulting to the attacks with the water. @Dasrak: You're right, I didn't give you much of a guideline of what to work with haha I guess I will restrict myself to 3/4 and full casters from just Paizo materials, preferring something that would allow me to build a support role. @Corvino: I'll definitely read that right now to get a better idea, thank you! At the moment, I'm thinking of playing either a Hexcrafter Magus, or a Witch. Regardless, my DM has allowed me to play either class as a Spontaneous caster (using the Bard casting charts if I go with Magus, or the Sorcerer casting charts if I go with Witch. Either one will retain the casting stat, so I'd still be using Int)
Hey all! So I've been playing Pathfinder/DnD for a while now, and I'm about to start a new campaign. Trying to think of a new character to play, but I can't. I have access to all source books as long as they come directly from Paizo themselves, with the addition of the Psionic classes. I've almost ALWAYS played martially focused characters, the only exception being a Magus that I played around 2 years ago. With that in mind, I'm thinking of throwing a caster together, but I'm not too sure. Any suggestions?
In my book, a bow/arrow with the Empty Quiver Style feat line is absolutely in the running for the sheer fact that you can make melee attacks with your ranged weapon, threaten adjacent squares, and you can take feats to allow you to threaten with the actual ranged aspect of the bow (Snap Shot and Improved Snap Shot)
someweirdguy wrote:
Welp...more errata I'm gonna ignore at my table...Back to the actual point of the thread: Definitely diggin' the guide so far. Your assessment of the Overwhelming Soul archetype is in line with what I thought...no real point to take it at all unless for role-play reasons.
Faelyn wrote:
I hadn't seen Telekinetic Haul yet, but I just read it...am I wrong in assuming that it can basically be used as flight? Or are you even considered an object?
Hey guys! So I know I just posted about a Kineticist, but I'm also going to be in another game with a different group, and I was thinking of rolling up a Ley Line Guardian Witch. We'd be starting at level 9, and the stats I rolled are 14; 11; 9; 9; 8; 18, which I put together as Str 10 Dex 14 Con 12 Int 20 Wis 10 Cha 9 after level and race increases. I was also thinking of using the new Mind Patron, but I'm open to suggestions. So...any ideas on hex choices and feats?
Hey all!
Some people may be misreading the question...thank you, Melkiador, for understanding and trying to shed light on my wording.
DM Beckett: Thank you, that's kinda what I figured. Out of PFS, I would probably allow the combination of those two subdomains, simply because it doesn't break anything, and my games never make it past level 12 anyway lol but for other subdomain combos, that opens up a few different doors for character concepts!
Dekalinder: Choosing two subdomains of the same domain at once as two separate domains is not what I want to do. Sorry, I thought my intent was clear. I was asking about using the subdomains as sort of modular pieces, and replacing BOTH parts of ONE domain with subdomains. So, if using the Air Domain, switching the "Lighting Arc" and "Elemental Resistence" abilities of the base Air Domain and replacing them with "Wind Blast" from the Wind Subdomain and "Thunder Cloud" from the Cloud Subdomain. I know that THIS PARTICULAR combo would not work because of overlapping level 9 spell changes, but would that CONCEPT be possible.
threemilechild: Now THAT is an interesting build...I never multiclass, so I never look at those possibilities...I find the sorcerer/oracle to be very interesting in concept, and have played a Draconic Bloodline Sorcerer going into Dragon Disciple//Oracle in a gestalt game in the past, and had a BLAST with it
Lemeres: Ah, I misunderstood. Sorry about that! Definitely a smart idea, but I already know that I would be the only caster in the group...we seem to have done a weird flop: normally I'm the only melee focused character with everyone else rolling up Bards, Clerics, Oracles, or what have you. Just a Guess: I've looked at the Storm Druid before, but I've never thought of rolling one up because of the preparing piece...looking at it now, I'd get a lot of nice spontaneous spells to use in case I screw up with preparation, AND some nice melee capabilities in the form of Wild Shape. Blave: Sound Striker in general is an interesting archetype...I'm being overwhelmed with possibilities now lmao ElterAgo: I didn't know that the Daemon Bloodline existed...hmm...interesting master_marshmallow: I'm definitely looking for a caster. Sorry, I shoulda been a bit more upfront on that!
Hi all. Wacky question...I'm looking at the Druid, and I was wondering...if I were to take a domain (say the Air Domain) that had two subdomains that replace different abilities (as the Wind and Cloud subdomains do) could I choose both of those instead of the default abilities? Or am I stuck with only one subdomain and the other normal Air Domain ability? What I'm looking to do is take BOTH subdomains, making the "Air" Domain look like this: Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. I may not be taking this SPECIFIC combo, but would the IDEA work under RAW? Thanks guys!
Manwolf: I definitely am looking into that now...Color Spray with Awesome Display is DEFINITELY brutal and works out for a while. I'm just imagining wading into battle and vomiting rainbows onto my enemies :P I just got an interesting idea for a Time Oracle, though: Taking Dreamed Secrets to nab Slow, going Dual-Cursed to grab Fortune and Misfortune. Flavor Fortune and Misfortune as pressing the rewind button on time, and Slow as slowing time down for those buffoons who fail your save.
Hey all!
So my group recently found 5th Edition, and will be starting a campaign very soon. I have elected to go the route of the Arcane Trickster. I am confident in my ability outside of combat, but I am unsure of whether I should go Two-Weapon Fighting with two short swords, or if I should stick with a single rapier. What do you guys think?
Hey all, so I've been thinking about different character builds for a gestalt character, and I think I've come up with ideas that are sorta interesting. First up is the Paladin//Ninja: The Ninja side would provides a lot of skill points, sneak attack, ability to turn invisible and use other Ninja Tricks, etc, while the Paladin side gives his martial capabilities, Charisma to all saves, Smite Evil, some light spellcasting ability, and so on. Together, it gives the character good saves all around and full BAB. Second, is the Arcane Duelist Bard//Ninja This idea would be based around using the Dirge of Doom performance and the Shatter Defenses feat to make all your attacks grant your sneak attack bonus. A bit less fleshed out in my mind, but it would also give all good saves as above, but only a 3/4 BAB. I'm looking for some other interesting Gestalt ideas...not "Wizard//Cleric" or other things like that. I'm talking cool interactions, interesting combos, or combos that emulate a character in popular media, BONUS POINTS to anyone coming up with cool Bard or Skald gestalt ideas. Feel free to post any builds or just ideas you have sitting around, and to help me flesh out these two I have posted above. Thanks, guys!
@Shin Silirubin: In the Beastial Aspect ability, it says "If the rageshaper's bloodrage powers already grant natural attacks or alternate modes of movement, then the bonuses granted by bestial aspect also apply to these bloodrage powers." Meaning that the claws do get an increase in base damage.
Hey all. So, my group likes to speculate a lot about builds and their potential. One of my friends brought up an Abyssal Rageshaper Bloodrager and the weird interactions with its natural weapons being increased by size while raging as well as the Rageshaper ability. That ability states: "At 4th level, whenever a rageshaper gains a natural attack through the use of a polymorph spell, he can increase the damage done by that attack by one die. If the spell grants multiple natural attacks, the rageshaper must choose one kind of natural attack for the ability to enhance. At 9th level, if the rageshaper's altered form grants him a new mode of movement, that movement's base speed increases by 10 feet. This is an enhancement bonus. If the rageshaper's bloodrage powers already grant natural attacks or alternate modes of movement, then the bonuses granted by bestial aspect also apply to these bloodrage powers." We wanna know how that interacts with the Abyssal bloodline's increase to size, and thus increase to damage for the claw. What order does it happen in? It normally wouldn't matter, but it says "one die," not "one die STEP." Any input is welcome!
Hey all, so the Eldritch Scion Magus Archetype gets access to a Bloodrager bloodline and its abilities, but there is one thing that confuses me. The line for the class ability states: "An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below). If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform. This ability replaces spell recall." It says that the Eldritch Scion gets the abilities that a Bloodrager would get while bloodraging if he spends a point from his eldritch pool. Does that mean that something like the movement ability an elemental bloodline bloodrager gets would function without spending the point?
Hey everyone, so I will be playing in a game where we gestalt two random classes, and I drew Bloodrager and Inquisitor. I was wondering, if I use the Untouchable Rager archetype for the bloodrager to give up spellcasting for spell resistance, would that spell resistance still allow for the fast healing from the healing judgement? |