He's a recently left the order, with the council agreeing that this omen was worth looking into, and since he's had the visions all of his life, it's his best bet for success.
He grew up a in a rural existence, so he's never really dealt with any true high population areas. He decided to apply dominantly to do the right thing. They've looked for a huge variety for the Call, so this is his best hope at saving Breachill.
Still trying to finish up my character. Was wondering if the Varisian Tattoo feat would be acceptable. If I don't get a response I'll leave it on the sheet for now and switch it for Spell Penetration later.
My plan is to close recruitment this Friday and send out my decisions over the weekend. When I've decided who gets in, I will notify those people via PM before posting here, so that if someone drops out I can pick someone else.
I'll do what I can but that deadline is awfully...soon.
"Energy Alteration: Whenever an eternal mage casts an evocation spell with an energy descriptor, they can change the energy type to acid, cold, electric, or fire."
Would you allow this to affect blasty conjuration spells as well? The conjuration Eternal Secret just focuses on summons.
Also, has a deadline been announced? This has been a tough character to put together.
That's pretty funny, though personally, I'd say (and I think the intent is pretty clear) that an entire bag would only count as one instance of loose debris.
Well, then fill the bag with thrushes. Surely each creature to hit the wall must be counted individually?
Lol, you're welcome to try it at your table, but I certainly wouldn't give it to you :) It is clever, though.
I'm in the same boat, the less hate I draw from the DM, the better.
Do you mean highest damage to a single target in a single round, or highest potential damage over an entire spell duration? Example, 9th level spells, meteor swarm can dish out a decent chunk to a single target in a single round, but a prismatic sphere can affect a huge number of potential creatures over its duration and if it affects the maximum number of creatures per round, will deliver vastly more total damage.
Both are fine, honestly. Nothing wrong with having both at the ready, right?
A Vivisectionist Alchemist gives sneak attack and claw/claw/bite with the right discovery, which brings your skinwalker up to six. Add in Beastmorph and you're pouncing with all of that.
"The right Discovery" would be Feral Mutagen, iIrc.
Some other ways to get Natural Attacks:
Be a Druid and Wildshape into a Giant Octopus: 1 Bite and 8 Tentacles with Grab and Constrict.
Slightly fewer but still many Natural Attacks would be to wildshape into a feline: 1 Bite and 2 Claws + a 2 Claw Rake.
Or a Megaraptor Dinosaur with 1 Bite, 2 Claws, and 2 Talons.
Tengu can start with 2 Claws and a Bite.
1 Level in White Haired Witch gives you a Hair Attack.
There are Witch Hexes: Prehensile Hair and Nails.
I guess you could be a White Haired Witch and multiclass with Hexcrafter Magus and get Prehensile Hair, Nails, and White Hair.
Beast Bonded Witches can turn into larger versions of their Familiars and get Natural Attacks like much like Druids can.
Helm of the Mammoth Lord gives you a Gore Attack.
Ring of Ratfangs gives you a Bite Attack.
The Tentacle Cloak gives you 2 Tentacles.
Kraken Call Druids get many Tentacle Attacks or just 1 big one.
There is a magic whip that you can graft onto yourself and give yourself a Tail Attack.
You can cast Monstrous Physique I and turn into a 4-Armed Sahaugin and get 4 Claws and a Bite attack.
The Alchemal Tentacle requires you use your regular attacks with it, but if you do, it won't impose penalties on your other natural attacks, since it is still a natural attack itself.
How would you go about it? I see Magic Items that add claws/stings/bites/hooves/gore. Ragebred Skinwalker looks best to start with as far as I can tell, with hoof/hoof/gore. How do I go about maximizing natural attacks, and how should they best be utilized? Smite or sneak attacks looked the most tempting, but any opinions are appreciated.
The Sage bloodline is an excellent choice, Int-based casting tends to be very useful.
With that in mind, you could just use Pragmatic Activator to make Use Magic Device based on Intelligence, but I'm a fan of the Skill Focus/Esoteric Linguistics route. You can use Linguistics in place of Use Magic Device to activate scrolls, allowing you to take 10 on your checks and providing access to several other bonuses - there are several traits for +1 to linguistics and gaining it as a class skill, a cracked gold nodule ioun stone gives a very cheap +1 competence bonus, and you can swap out your level 1 bloodline power to get a parrot bloodline familiar that grants you another +3. You can even take Orator for instant prowess at several social skills.
The loss of a level of spellcasting from Pathfinder Savant is annoying. Consider dipping into Cyphermage - you don't lose out on any spellcasting, and every level you can pick from a list of scroll-related abilities. One of these allows you to cast a scroll using your own caster level, and another gives you a huge bonus on caster checks if spell resistance is your issue. Each is only usable a very limited number of times per day, but remember that as a Razmiran Priest you get the ability to cast spells from divine scrolls without expending them, which means that you can just make a one-time investment in some high caster level scrolls and then cast from them over and over at no extra price.
I don't like how limited it is per day for Cyphermage though.
What non-sage bloodlines would those off you against it recommend?
What bloodlines would you recommend?
Also, would a dip into Pathfinder Savant/Arcane Savant be worth it?
I was looking at doing Sage bloodline so I can utilize skills fairly well. Not sure about Savant though. More bonuses to UMD, ability to take a 10 on UMD, and your caster level on scrolls seem helpful though. Are there other ways to get caster level on scrolls faster?
No--he is suggesting that during his normal attack routine he would vital strike, giving himself an edge in DPR by having one big attack on his turn versus the CAGM Barb's one normal attack.
There is actually a new feat that allows you to make Vital Strikes at the end of a charge with a Greatsword and use Vital Strike on one AoO per round.
@Drahliana- my favorite 3.x character was a wizard/druid with the arcane hierophant PrC (basically a mystic theurge tailored for druids). that could be a double edged sword for you (since it makes me immediately fond of your concept but is also likely to draw comparisons), but I'd love to see what you come up with.
@Traweets- welcome. like I said, this is a busy week but I'll try to find time to PM people feedback.
@Rowe- sorry, no 3.X or 3pp stuff. The archivist bard archetype has some similar feel (with using knoweldge to buff/debuff) if you want to try a wizard/bard? or maybe you could get some of what you're going for with a cloistered cleric/wizard?
@Tara- welcome. there's certainly potential with any kind of alchemist but for a wizard the mindchemist might be especially worth looking at...
@Mordred- all of the things you're mentioning are actually the reasons I'm so concerned... I agree that it's wise for a primary caster to think about overcoming SR but allof the things you're mentioning would stack with the bonus from lantern bearer, potentially driving the bonus so high that any amount of SR would be meaningless. That's not a "no"... I just wanted to let you in on my thinking; I'll give you a solid answer as soon as I can. also, I have no objections to you having a bow ready as a worthwhile plan B, I'm just hoping to find someone who often thinks of casting as plan A...
Alright, I wasn't getting my hopes up. I'll probably do a Razmiran Priest Sorcerer/something instead.
I'm running a high powered variation of the Rise of the Runelords AP (in a nutshell it started at 11th level, gestalt, with 1 mythic tier). We're still in the first chapter and just lost 2 players to RL issues, both of whom were 9 level arcane casters. Like the title says, we need a Mage (a 9 level arcane caster) to replace them.
We're working on wrapping up part 2 of book 1 right now, and you can/should increase your starting gold by 6,000 to represent what the current players have earned thus far. (everyone is still level 11)
The current party make-up is:
Druid//uMonk- melee and divine casting
Paladin//uRogue- melee, trapfinding/skills, and secondary heals/status
Bard//(fighter[drill sergeant]/sorc) Dragon Disciple- melee, party buffs, secondary arcane, and skills
and we have a fourth that will be joining shortly:
Slayer[stygian slayer]//Magus[eldritch archer]- ranged combat, secondary arcane, and skills.
If you have any questions please don't hesitate to post them. I'll plan on running recruitment until Monday. If you have an idea that you think might make sense to have some history with one of the current PCs feel free to PM them about it (some of them, like Rimy Jim, gained mythic power as a result of an event that other's were a part of so you could have that in common).
Would you allow a 3.5 style Archivist? I'd love to play and Archivist/Wizard.
I think I'd try to avoid going that dark, Set. Yet another reason I don't want to be Razmiran or another evil PC is they're not generally allowed. Those are some excellent ideas though. I do like the idea of worshiping a dead god and having to make do. Aroden is the , I assume, the most well known dead god. I looked up other dead gods and most of them are so long gone it wouldn't be realistic to even worship them.
I do like the idea of worshipping Aroden, but it'd be a bit odd. He's the god of humanity and he died 150 years ago, so worshiping him while he was still alive wouldn't work for a human.
Just looking for some ideas for how to refluff/reflavor the sorcerer archetype for a non-PFS game. Preferably in such a way that it isn't connected to Razmir, as I love the archetype, but the False God is a nut.
I think the point he is trying to make is that even a single point of nonlethal damage ruins ferocity, since it would mean they would fall unconscious at 0 hp left rather than being able to fight till -10.
I would make it so a creature with Ferocity doesnt fall unconscious until its nonlethal damage is equal to its HP+10, since it can normally fight on in situations it would normally be unconscious.
Correct, I'm making a half orc kineticist, and taking the feat to get regular ferocity is tempting, but if any non lethal damage cancels out ferocity then there is no point. It just seems odd that it isn't called out in the rules.
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Non-Lethal Damage
Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not "real" damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.
So, any opinions on how they help? Feel free to FAQ, I searched and saw a lot of people asking in the past with no answers.
That doesn't seem like much of a curse. Where is the negative aspect? Unless you are evil, or at least cold and heartless, then very rarely would this have any effect. The GM would have to work quite, and predict the players quite accurately to put you in a position of being required to help when wouldn't do so otherwise.
Walking through any kind of a lower class area, or working in a den of healing, as my character would, would burn through all of my resources. I don't know how that's not a curse for a caster.
Sorry to bother you again, Mathpro. Still working on my Oracle. I found a curse that I really like, but it's 3rd party, so I wasn't sure if you'd allow it or not. Specifically the Merciful Curse, which is fitting for a Life Oracle and also very useful.
Curse:
You are bound to offer tender aid to those who are most wounded.
Effect
If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next tum. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace. You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level.
At 5th level, you gain a mercy, as the paladin ability.
At 10th level, you gain a second mercy, and can exchange your first mercy for a different one.
At 15th level, you gain a third mercy, and can exchange one of your existing mercies for a different one.
Hey guys I just wanted to pop in and let you all know that the next two-three weeks are going to be interesting for posting. Next week is the last week of classes before finals so I have a quiz, two exams, and to projects due next week. I should have probably been working on all that instead of posting today but oh well lol. The week after that(the week of 12/14-12/17) is finals week and I have finals on the 14th, 15th, and 17th. I will more than likely be on and able to post that week between 1-4:30 CST but nut much outside of that time. Then my wife and I are out of town from the 22-29th and will not have internet access. So after the 22nd there will be no more posts from me for a week.
So all that being said do you guys want me to close down recruitment in the next few days so we can get started before my hiatus or do you guys want to wait until I get back and see if we can drum up some more interest?
I vote to finish recruitment soon and just wait to start the game until you're available.
DM Mathpro, I'm still considering what I'd even like to put in. I saw you banned Gunslingers, but I was wondering if you'd allow a Bolt Ace Gunslinger, the archetype that uses Crossbows, not guns?
Rowe - I'll allow it. Spell Resitance is a double edged sword, as the party in my other game just found out when there main fighter was taken to 0 HP and couldn't be healed because his Spell Resistence cancelled it out. And none of the other racial abilities.
The stats are bit extreme, though, and they don't seem to be a surface race. So I will want to see an interesting back story as to why you're up, and nothing especially cheesy with the stats.
Got it. I forgot that my other group homebrews that you can lower spell resistance as a free action for beneficial spells. I hate spell resistance so much without that. >_< It's alright though, I'll make do.
Very curious. Was wondering if you would allow this race, though: Munavri. They're a little more powerful than the standard races, but I've wanted to play one since I saw it in Occult Bestiary.
Did I miss any big damage boosters? Deadly Aim need not apply (they're touch attacks).
Diadem I guess. Bracers of Falcon Aim is a cheap +1 to hit. And maybe a morning Elemental Form to buff yourself at the start of the day with the base kineticist.
I think Diadem + composite blasts are going to reverse the DPR status.
Diadem is only an extra 1d6 damage. Not nearly enough to make up that 14 DPR gap (since Empowered Composite was already accounted for).
Even the better Diadems only increase it by 2d6 and 3d6, and that price is STEEP at most levels.
I imagine the Physical blast comparison would be roughly equivalent DPR with Composite blasts (adding a whopping 16 extra static damage to the blast, and still having a respectable to-hit), but not the Energy blasts (which normally aren't usable with Annihilator anyway).
This leads me to the conclusion that a lot of the damage problems with Kineticists is the Energy blasts especially, not the Physical ones. They just do SO much less damage that even allowing the use of an archetype usually illegal for them only puts them roughly on par with Physical blasts.
Yeah, I'd say the Physical blaster would have a set-up looking something like this:
To-Hit: +20 (7 BaB, 7 Dex, 3 Overflow, 1 Weapon Focus, 1 Point Blank Shot, 1 Bracers), swapping the Dex and Con scores for 24 Dex and 22 Con. Vs AC 24.
Damage (Simple Empowered, no Diadem): 5d6+23 (+6 Con, +6 Overflow, +1 Point Blank Shot, +10 base blast damage). Average damage 60.75.
DPR: .85*60.75+.05*.85*60.75 = 54.22
Jesus the Physical DPR WITHOUT Composite is only two below the Energy one WITH it.
With Composite that jumps to:
Average Damage (level 11): 12d6+37 (+6 Con, +6 Overflow, +1 Point Blank Shot, +24 base blast damage). 118.5 when Empowered.
DPR (vs AC 25, same chance to hit): .85*118.5+.05*.85*118.5 = 105.8 DPR. I imagine that'd jump by about 5 points with Improved Critical, unless Kinetic Blasts are one of those dealies...
Any idea how a Geokineticist focused on Blade/Whip would compare?
Someone posted this trick in another thread. Free heavy armor without giving up a trait:
"Another trick you can do if you've got the money (and carrying capacity) is mithral full plate with the steelbone frame from People of the River, and either the comfort enchantment or the armor expert trait. -6 ACP, reduced to -3, reduced to -1, reduced to 0. Full plate with no armor check penalty. Expensive, though." -Luthorne
I'm the only arcane. Also, the DM likes to keep things as simple as possible, so the odds of changing the item type or paying to make it slotless are more or less null.
I'm playing a gnome witch with 8 str and I have the flight hex. I was wondering if there were any ways to carry my party members while I'm flying that I'm missing:
-Ant haul spell
-Muleback Cords
-Heavyload Belt
-Maybe stick them in a bag of holding if the DM would allow it
So, I'd rather not give up my precious belt or body slots for the magic items and Witches don't get access to ant haul.