Chess Pwn wrote: Ammunition is a game term and has a limited meaning, it's stuff listed in the ammunition tables of gear. Thanks for your replies. So, even though the launching crossbow uses splash weapons as it's ammunition, those don't count as ammunition according to the conserving weapon ability? http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/conserving Or would it return the tanglefoot bags, alchemist fire, etc... but not the alchemist bombs, since they would be considered a class ability, rather than a splash weapon?
Chess Pwn wrote:
What does the character miss out on/delay with the two levels (starting at level 7, mind you)? They don't get any new abilities, and only miss out on the capstone for Empiricist which is only ok to begin with, and 1d6 studied strike damage for a character that is only going to be meh at dealing damage anyway. In exchange for that I get brew potion, throw anything, +5 to all knowledge skills, and the ability to make cognatogens, something the Empiricist can never take regardless (but which has the potential to be much more useful to him than a mutagen). The boon for the two level dip far outweighs the penalties I suffer from not taking Empiricist all the way to level 20, imho. Forgive me if I come off as rude there, it's not my intention. I honestly don't understand why the two level dip would be a negative in any way. Aside from that, you say that you can only benefit from one mutagen at a time because although they are different sources it's still the same ability. Wouldn't the same be true of the Alchemy ability and applying any discoveries to each class? It's the same ability, so shouldn't the discoveries apply to either? Something that didn't occur to me before, even if you can't have two mutagens, or a mutagen and a cognatogen in effect at the same time, could you prepare one of each - one from each class - since the ability says you can only have one in existence at a time, but you get it from two different sources? The launching crossbow is considered an exotic weapon (for some reason), but inspired is also applicable to hand crossbows, rapiers, shortbows, short swords, and sword canes - all weapons that an investigator/alchemist would use. The reason I'm asking about the launching crossbow specifically is because I believe that the weapon was released after Inspired was created and the ability was never erratad. So I'm asking from a non-strict rules standpoint, what other players/gms would allow from that ability, and whether or not most would make it available. The weapon I'm using would be the launching crossbow, so the question applies to that weapon. would the conserving weapon trait return my Alchemist bombs, as well as any other ammo (tanglefoot bag, alchemist fire, etc...) to me should I, somehow, miss the targeted square? It only specifically talks about arrows and bolts, so I'm unclear as to whether or not this ability would function properly (and leave my alchemist stuff unharmed).
I'm making an Empiricist Investigator, 20 int skill monkey type character, and the two level dip into mind chemist is too good to pass up. But I do have a few questions. 1. If I take Infusion at level 2 from the Alchemist class, can I apply the infusion to my Investigator extracts? Likewise if I take, say, combine extracts as a Investigator, could I combine my Alchemist extracts? 2. Since it comes from two different class features, if I take the Mutagen discovery, and I imbibe a cognatogen (say, for int) and a mutagen (say, for dex) at the same time? Does this bypass the 1 mutagen in effect at a time clause? And a question on a slightly different subject Would the Inspired weapon ability be applicable to a Launching Crossbow? It seems like an oversight (the fact that the Launching X-Bow isn't a simple weapon actually seems like an oversight, but I digress). It seems like it applies to weapons that the Investigator might be proficient with, but hasn't been erratad to include that specific X-Bow. Followup question - would the conserving weapon trait return my Alchemist bombs, as well as any other ammo (tanglefoot bag, alchemist fire, etc...) to me should I, somehow, miss the targeted square?
Fun fact, the way that ki mystic is worded, if you take levels of ninja as well, you end up with a larger ki pool until you hit level 4. Assume a 3rd level monk, 2nd level ninja with 18 wis and wis as the primary modifier. +4 wisdom (ki mystic), +4 wisdom (ninja) + 2 (1/2 monk + ninja levels) = 10 at 4th level ki mystic it goes to the normal monk pool, so +3 (1/2 monk + ninja levels) +4 wisdom +2 ki mystic = 9 The issue is the way both are worded. With ki mystic at 3rd level, you get your wisdom in ki pool AND you get 1/2 level + wisdom mod from ninja. Then the way it's worded at 4th level, the monk and ninja levels suddenly stack and drops your ki by 1. :confusedlook: I'll have to talk to my gm about this... it doesn't seem correct...
I'm trying to do something that isn't a magic user/rogue type since that's my normal character, step out of my comfort zone a bit. I decided to make a new character, a monk/rogue (for a couple of rogue talents and sneak attack damage). I'll work it out somehow, at least this character won't be so OP I have to change it after 1 encounter (hopefully). Thanks everyone!
Thanks to everyone who's chimed in so far. My character is pretty a-typical. Fighter with mounted combat feats (mounted combat, ride by attack, spirited charge), weapon focus (lance), weapon spec (lance), and power attack. It's a CRB character, really. In the future I was planning on taking some feats that were from non-crb sources, but right now it's pretty vanilla. He's not FORCING me to change the character, I'm just considering scrapping it or changing it to keep from being targeted, which he's pretty much said he's going to do. Before I made the character, I was talking to him about what I wanted to do, and had originally considered giving the character 7 levels of Paladin to get a magical mount. He said something to the effect of not liking companion creatures at that point, but after I decided to drop the paladin and go full fighter (explaining that my wolves I was riding on weren't really going to be attacking at all) was basically told that was fine. I think he didn't realize how devastating the character could be in combat until I helped win a battle that I think he wanted to be unwinable. It was pretty unfair in the first place, and I'm more than certain that we would have lost it had I not scored a crit on one of my attacks. That's when the whole "I really hate mounted combat" thing came up. The GM isn't really a jerk at all. We butt heads sometimes because he's more strict about what he allows in play than I would prefer (pretty much CRB and APG is all he allows - he uses Hero Lab (shudder) to keep track of peoples characters and doesn't like us to venture outside of the modules that he has for it), and I tend to confuse various Pathfinder rules with their 3.5 counterparts. But up to this point hasn't played favorites toward or against any particular character. As for a character, I was trying to go for something with a high average damage output, since we lack one of those. We have a few sub-optimized characters - a barbarian who rarely rages, a fighter who wants to be a rogue, and a paladin archer. The barbarian and fighters are both relatively new players, and go off of a lot of the gm's advice (who I think only has a moderate amount of experience himself). The Paladin is pretty decent at what he does, but as a archer he's not really healing people in the thick of battle (what I'm used to from a Paladin). Still, what we really lack is any sort of major damage output. My character that I semi-retired was a flame oracle, and it wasn't uncommon for me to kill more dudes than the fighter or barbarian via burning hands and heat aura, and even that character wasn't really optimized for battle (low str, low con, ranged weapon, etc...), I made her strictly for the roleplaying aspect. Anyway, I'll look into threads linked above and see if anything feels right to me. If anyone else has any more advice for character concepts, etc... feel free to send them my way. As far as I know, the only class that's outright banned from the crb/apg is gunslinger, so...
I've been playing in an online game for a few months now. Starting off, the game was balanced and everything was going well. Just before the holidays however one of our players dropped and slowly but surely the party began to turn on my character (the party is LG, and though my character isn't evil, she was... morally ambiguous - the player that dropped was the same, so it balanced out and we had a very neutral-leaning good group of opportunists). After talking with the gm, we came to the conclusion that what would probably be best would be to semi-retire the character and move on. I enjoyed playing her, but c'est la vie. I created a generally likable halfling fighter who specialized in mounted combat. I was really just looking to play a character that could do well in a fight and otherwise sit on the sidelines and out of the spotlight (since my previous character was a bit of an attention hog). Well, we just had our first session where I played this new character and, i guess for a lark, our gm thought it would be fun to have our level 5 barbarian fight a much higher level character from another game (judging from the battle, I would say that the other character was at least level 9 or 10). He required us to fight this character for critical information, and the barbarian had to wager his sword (+1 greatsword) against the other guys (+2 nodachi). The alternative was that our barbarian could get assistance, but wouldn't win the nodachi if he won. My new character offered assistance and against the odds (one round of attacks nearly killed our barbarian) we managed to beat him, thanks to a timely critical on my part. Well, it seems like the gm isn't too happy about my new character. He messaged me later and said "That character is really annoying though. Mounted combat is the #1 thing I don't like". He's also basically said that he's going to be targeting me and my mount and/or designing encounters where I won't have the ability to utilize any of this characters potential. So, I'm wondering if I should redesign my character (he just sent me a message saying that he would prefer if I would, but he won't make me), create a completely new character, stick it out with this new guy... I've played for a long time, but it's pretty rare that I make a character that the gm specifically wants to target (as in, I can't think of another time that it's happened, or at least where it was so apparent). I'm also questioning whether or not I fit in with this group and should continue to play with them. I enjoy playing with the, but I'm not sure they feel the same (it wasn't an established group before this game, its our first) If I do redesign, are there any good suggestions? I normally play a magic user or a rogue and wanted to switch it up some, get out of my comfort zone with this fighter. Any thoughts or opinions are welcome. |