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Just for peace of mind, I'd like to get the general consensus on a disagreement I had. Our level 7 alchemist took Promethean Disciple and used it to make an adamantine animated object. Here are the stats for it:
(DC 21 alchemy check, Cost: 8,500gp) I think there are a few issues (caster level too low, cost too high, time to make is insane) but Alchemist insists its RAW... anyone wanna weigh in?
I was typing up a reply to the "What do you play" thread that got out of hand and realized I have more complex char building guidelines than I thought. On the face of it were things like "I always pick classes with a decent amount of skill points" and "Tend to have multiple archetypes and have never not multiclassed" but then I thought about why I do that and started looking at the little underlying "rules" I give myself. Which got me to wondering if anyone else had anything similar. Or dissimilar. The criteria I give myself for making chars:
1. Make sure I fit in with the party and setting
With regards to roles, I don't really follow the prototypical fighter/thief/mage/cleric paradigm. Rather, I view things more like a checklist of potential obstacles and ways for the group to overcome them. Not every person has to be able to overcome every obstacle but every obstacle should have at least one person who can handle it and ideally a second player who can help or handle the obstacle on their own if necessary Obstacles:
1. Gotta deal damage. Enemies aren't going to kill themselves 2. Gotta have a way to prevent, mitigate, or restore hp, afflictions, and ability damage (especially ability damage). Prevention is often more efficient than restoration 3. Gotta have a way to deal with attackers at range, magic or mundane 4. Gotta have a way to set up enemies for attack, protect the squishies, and keep the heavy hitting enemies pinned down. 5. Gotta have a way to deal with hidden threats, e.g. sensory abilities and skills(darkvision, see invisibility, good perception, sense motive, etc.) 6. Gotta have someone who knows stuff or we stumble around like a buncha idiots 7. Gotta have someone who can deal with social situations 8. Gotta have a way to deal with and understand magic, whether enemies, items, or whatever 9. Gotta be able to navigate the environment. If you're on a boat, someone needs to know how steer the thing. If you're in a forest, or a city, or on the moon, at least one person should know how to get around safely There are multiple means of accomplishing most of these and (as above) varying degrees of synergy effectiveness based on class/race/etc.
So what are your rules?
Talking about Form of Flame, Water Form, and Magma Form (my revelation) here. The hours/level is great, but the 1/day not so much. I'd be fine with wandering around all day in elemental form but I foresee myself running into some situations: 1. As my size increases, my ability to navigate will diminish. Cities aren't built for Huge creatures, and while most dungeons have rooms that fit big folk, getting through the halls TO those rooms will be a pain. 2. I'll be an elemental. This will probably have an impact on any social interactions I might want to participate in. 3. Losing access to some of my gear (activated items) hurts a little. Okay, a lot. So I was wondering if any of you know: Q1. Is there a way to suppress the ability without ending it? Or, barring that, shift size without ending it (e.g. can you switch from one version of elemental form to another)? Q2. Is there a way to keep my gear from melding into my form and/or allow it to change size with me? If there's no existing method, how would you price a magic item that keeps my equipment from melding or lets me activate it despite being melded? I appreciate any advice you might have
Am I the only one who feels obsessive about acquiring loot? Or spending it? I don't like that we're dripping with magic items, but I also hate the idea of not getting anything from my adventures. I hate feeling like I'm always poor but I can't stop thinking about the next big shiny thing my character is going to get. Does anyone else feel like magic items infringe on your enjoyment of the game? (both ways...if I get rid of them, I don't get the enjoyment of having them while if I have them, I'm constantly feeling like it's not enough) Any ideas on how I could approach it a different way?
Hey all. I made a golemancer, but I approached it less from the magic side and more from the construct side. I based it on the alchemist class, losing the mad scientist vibe for a more gadgeteer based one. Less Jekyll and Hyde, more Asimov. Less Frankenstein's monster, more Tik-Tok. The golemancer looks deep into life’s underpinnings and attempts to decipher the rules that it abides by. The golemancer’s greatest ambition is to replicate the beauty and intricacy of life with her own craftsmanship and, maybe, even improve it. Role: In her quest to explore and understand, the golemancer seeks out the odd, the unusual, and sometimes the dangerous, necessitating alliances with anyone who can help them. In return, she offers her knowledge and expertise as well as the driving intellect that brought her here in the first place. If she doesn’t know the answer, she’ll figure it out. In making some of the changes, I realized I didn't really like the mechanics behind extracts/bombs, so I changed those too. Now it's not a function of some "magical essence" that keeps others from using them but the complex nature of the components involved. Let me know what you think
I've been trying to find something that's kind of like a bard but less...spoony. The battle herald is pretty close, but I thought I'd try my own class. I decided to base it off the inquisitor class, but it's really a mash up of bard, inquisitor, and cavalier. It's primarily a buffer with potential for some battlefield control and can be a face out of combat. The lone inquisitor has a place in rooting out enemies of the faith, but sometimes the faith needs an army and, more importantly, someone to lead it. The strategist is pragmatic, cunning, and ruthless, seeking out the greatest threats to the faith and eliminating them. Role: Strategists are often found in areas of great discord. They specialize in locating threats, analyzing them, and concocting strategies to defeat them using whatever and whoever is available. This means that though they prefer to work with those of their faith, strategists will even partner with those they hate as long as they are working toward their goals. Alignment: A strategist’s alignment must be within one step of their diety’s along the good/evil axis. They tend toward neutral alignments due to their pragmatic nature.
Maybe I just failed at searching, but can "silent image" work as a sort of camouflage screen? Sort of like a wall of "ocean" a ship could hide behind? Or maybe put it in front of sails/flags to change our emblem? I've read a couple threads that suggested that you could create moving images within the silent image; is it enough to simulate the movement of waves or flapping of cloth in the wind?
Looking for advice for healer/tank/support char for Kingmaker. I'm level 6, 20 pt build. I'll list a few ideas past lvl 6 too. Dual Cursed Oracle (Life)/Elemental Kin Barbarian/Rage Prophet:
Dwarf
Favored class option, barb extra rage round GM gets annoyed with dump stats so,
Traits
Curses
Class levels
Feats
Equipment (2/3 WBL avail, so 10,660gp)
I only get 12 rounds of rage right now, but with elemental kin, I gain one round of rage if I take my level or more in elemental damage while raging. At the start of the day, I figured I'd set a few squares on fire with lamp oil (1sp, 1d3 fire damage, lasts 2rds) and just run around. Call it my morning battle ritual or something. I'll have a lot of HP and between life link, channels, and cure spells, I think I can keep everyone from dying pretty easily. What I'm not sure about is three things:
My DCs and attack rolls are gonna suck. I know I can use misfortune and ill omen, but what else? Defensively, my AC isn't going to be great so I'm thinking I need displacement or blinking asap. DR might be good too. Is there anything else I need to know or any other ideas that might be useful for me?
I'm new to witches and prepared casters in general so bear with me please. We've just picked up a whale skull with carvings equivalent to seven scrolls. I have a couple questions about this. First, how would a witch go about learning these spells? Normally, I'd burn the scroll in a special ritual and feed the ashes to my familiar. That doesn't seem to be an option here. Second, supposing there isn't a good option for me to do it on my own, what other options are there? Could I pay a wizard to copy the spells over to scrolls? How much would this cost? Would there be a way to bargain with a wizard to include the transcribing as part of a finders fee for selling him the skull? Third, because I wonder how often I'm going to have difficulty with this idea: what's the cheapest way to learn new spells? Is there any item/feat/etc that would make the process easier/cheaper/quicker? If I use blood transcription, can I cast it multiple times to learn multiple spells from the same dead caster (about 10 pints of blood in a body...)? Is there anything else I should know about witches, spells, witches casting/learning spells, or any combination thereof that you'd guess I don't know based on the little bit I've said here? Thanks for any help you can give.
It seems like there are a lot of game mechanics that evolve to simplify rolls/maths for players and abstract a lot of things as a result. My question is this: How complicated do you think you could get in attempting to simulate a more realistic encounter without making it so complicated it requires a Ph.D. and a computer to play? I think a lot about the sorts of mechanics I don't care much for but when I consider what it would take to replace them, I wonder if anyone would even play such a game. I think I would, but I enjoy math. Is there a sweet spot (or sweeter spot) where encounters feel more realistic but aren't too complicated for everyone to enjoy?
Hey there folks. Some of you all may have seen Broken Zenith's "How to round out your party" spreadsheet. I liked the idea so much I went and made my own. All credit goes to him for the idea and the basic layout. Just pick one of the classes with the highest scores at the right of the screen. As you pick, the scores change. It calculates scores based on fulfilling party roles (traditionally filled by the cleric/fighter/rogue/wizard paradigm) as well as partially based on TarkXT's post here: On building a balanced group It also assumes a four person party, but you can continue to add members to the group. After four people, it goes negative but as before, look for the biggest number (-1 > -2 > -3, etc.). The second best thing is this: on the second tab (located near the bottom), you alter the ratings to fit your idea of how each class performs. If you don't think a barbarian rates a 5 in melee, change it to whatever you think is appropriate. Although, keep in mind that even though a character may carry both a greatsword and a longbow, he will primarily use one or the other. If you feel he uses both equally, you may want to adjust the ratings slightly to compensate for having two categories of DPR. The best thing is this: you can add your own custom builds to cover what's not already there. You have a multiclass sorc/monk/gunfighter? Enter it in there and add your ratings and it will not only adjust the party scores, but it'll give you a rough idea of how your character rates in comparison to other builds. Just scroll down to the bottom of the builds on the second tab and add the class name, the build name, and the ratings. Feel free to offer advice/critiques/questions. If something doesn't seem right, maybe it isn't. There may still be some tweaking to be done in the formulas. Now, google spreadsheets does not support conditional formatting, but the original file makes it much easier to see which recommended builds are highest and color codes the builds into four rankings. If you want the original file, go here: Original P.S. If you do think the ratings aren't right, please correct them and send me the corrected ratings. With enough people's ratings, I can recalibrate the Party Picker for greater accuracy. I'm also working on some other tools and could use some beta testers. One is a spreadsheet that shows character progression from level 1 to 20, including hp, ac, dpr, etc.
In this world, cars are common knowledge. Computers are common knowledge. These things we take for granted might be considered magic to a tribesman in the middle of the jungle. In the same way, goblins, trolls, magic, and dragons are all a part of pathfinder. Someone I played with recently said this: "If you don't have ranks in the proper knowledge, you don't know anything about it." That kind of left me feeling off. I'm not a mechanic but I know what cars are and the basics of how they run. Why shouldn't an adventurer have a reasonable idea of what he's facing? I guess my question here is: Is anything considered common knowledge in pathfinder and, if so, what? Further, how does that affect the game mechanically? Thanks for any input
Recent posts have let me to wondering about the strengths and weaknesses of various builds and how each person has a different take on them. In the same sort of way that A man in black wanted an objective sense of DPR for comparison purposes, I'd like to get as objective (and accurate) an idea of class ratings. At least, as objective and accurate as statistics can provide. To that end, I've created a survey with a list of builds and a bunch of categories (Melee, Ranged, Traps, Etc). I'll gladly share whatever results I may obtain as well as whatever develops from that information. I'm looking to rate each build from 0-5 in the various categories. Try to rate within the confines of the listed build; even though some classes can do many things well, builds tend to specialize in only a couple things. If there's a build you want to rate that's not on there, feel free to post it here with ratings. Some examples (just rough ratings):
Credit goes to Broken Zenith for inspiring my curiosity.
Devil D Dervisher, goblin dervisher
Number of attacks: 8
(sorry about any formatting difficulties...)
How does he murder things?:
Dimensional Dervish + Outflank + Seize the Moment + High Crit Outflank and Seize the moment both allow you to take an AoO if an ally crits Dimensional Savant allows you to flank with yourself You are your own ally 8 attacks per round*.3 chance to crit = 2.4 AoO (4.8 with both Outflank and Seize the Moment) But, you also have a .3 chance to crit during those 4.8 attacks (.3 x 4.8 x 2 = 2.88) Etc (2.88 x .3 x 2 = 1.73) Etc (1.73 x .3 x 2 = 1.04) After that, it’s not longer certain that you’ll get another AoO. 4.8+2.88+1.73+1.04 ~ 10 AoO Always gets full attack because Dimensional Dervish lets you move+full attack
There’s never a reason not to use Dimension Dervish, as far as I’m aware, but if you have to, you lose 8 attack and your DPR goes to 313.48.
Build:
Racial: -2 STR +4 DEX -2 CHA Small Size (+1 AR, AC, -1 CMB/CMD, +4 Stealth) Fast Movement (30ft base speed) +4 climb/acrobatics (replaces skilled) Darkvision 60ft Ability Scores:
HP: 218 HP (12d8+8d10+100con+7 favored class)
Attacks: 2x +5 bloodletting agile kukri
Special Attacks:
Class Abilities:
Feats:
Skills: 66 total
Gear:
Manual of Quickness of Action
Dervisher through the levels::
LVL HP AC ATT Fortitude Reflex Will Initiative #attacks Total DPR 20 218 40 40 24 27 21 16 8 960.24 STR DEX CON INT WIS CHA 8 36 20 10 20 14 LVL HP AC ATT Fortitude Reflex Will Initiative #attacks Total DPR
LVL HP AC ATT Fortitude Reflex Will Initiative #attacks Total DPR
LVL HP AC ATT Fortitude Reflex Will Initiative #attacks Total DPR
He’s basically a badly designed cleric (w/ a light crossbow no less) at level 5 and a subpar fighter at level 10, but by level 16 he’s holding his own (actually, he should be holding his own at 13). He can only do three things: Fight, Craft, and Heal, and he isn’t great at healing.
Questionable Choices: Legal issues Does Seize the Moment work with Outflank? If not, DPR drops to 575.39 though I get a free feat There may be other problems I'm not aware of. Build/Equipment Choices Okay, I have Craft Wondrous in there, and if I used it, I would actually have an additional 390k to spend which could go a ways. If not, ditch Craft Wondrous and Pressure Points (Using forgotten tricks to activate it as needed) and pick up Skill focus (stealth) and Hellcat stealth, max Stealth instead of craft for ability to hide while observed as long as its bright enough (light spells should ensure that most of the time). Forgotten trick could easily be something else. A combat trick maybe. I don’t have much Ki, but with something like Ki Leech, I should be able to regain it pretty quickly You could use a different weapon as long as it has the 17-20 crit range. I picked Kukri because I liked the Bloodletter kukris. Class choices May vary. The point of this build was to capitalize on the AoO’s provided by Dimensional Savant + Outflank. There aren’t a lot of builds that can reliably get 18+ attacks at ~60 damage a hit. But you wouldn’t have to do it this way… Magus, Wizard, Sorcerer, Summoner, Witch…anyone that can cast dim door really. Wizard, Summoner, Witch, Druid, and Cleric can start getting the Dimensional Dervish feats at 7, everyone else has to wait until at least 9. Only Cleric, Druid, and Synthesist Summoner have 3/4 BAB. I’m told (repeatedly) that Synthesist Summoner is the best way to do it. Not my thing, but if you like it, go for it. Fighter gives a lot of feats, but there are some other choices, so long as it has full BAB. Since I only needed 16 BAB to get the most attacks possible, I dipped twice so I could pick up some interesting skills/abilities. There are lots of choices for those dips though, so long as your BAB reaches 16.
I love the idea of the dimensional dervish tree but there aren't a lot of options that can pull it off well (and wouldn't fall into gray areas like whether SLA's or other non-casting abilities work with it). Here's my take: 7 Theologian Cleric (Travel Domain)/ 1 Diviner wizard / 12 Two Weapon Warrior Fighter EDIT: Dim door comes from travel domain spell so it should be RAW. Goblin
Traits: indominatable will (+1 will), Reactionary (+2 initiative) 20pt buy STR 8(-2) DEX 20(+4) CON 14 INT 10 WIS 14 CHA 8(-2) A pair of agile kukris
1 C1 Channel Energy 1d6, Orisons/Spells, +10ft base speed, Agile Feet, Feat - Finesse
Since dervish savant lets you flank yourself and you count as your own ally, outflank works really well to up your chance to hit. It also lets you take AoOs whenever you crit and with this many attacks and a good crit range from Kukri, that's tasty. Not sure if it stacks with seize the moment, which also gives AoO when ally confirms a crit. Weapon of awe cast during surprise round makes every crit cause shaken. At level 20 you could theoretically get over 15 attacks (maybe as high as 19), most of them at >30 hit and >20 dam + crit per hit, and a lot of the critters would be blind if they were still alive. Always act during a surprise round and almost always act first regardless, decent saves and defense. And you'd be cool as hell, *bamf*ing around the battlefield. Not much use outside battle though. Healing, I suppose, and crafting. Okay, hit me. How many things did I do wrong?
Is there a difference between TWF and fighting with two weapons? What I mean is, suppose you have 6 BAB. In one hand you hold a longsword, in the other a dagger. 1 If you take 2 attacks with the longsword, are you penalized? 2 If you take one attack with the longsword and one with the dagger, are you penalized then? 3 Or are you only penalized when you attempt a third attack with your offhand weapon (2 longsword attacks, 1 dagger)? Here's a more specific scenario: Bobert the ninja has BAB 11, a wakizashi and a pouch full of shuriken. He's adjacent to a monster and full attacks. The monster was already teetering and Bobert's first two attacks kill him. But the next monster is ten feet away. He can't 5 foot step over. Can he use his last attack to throw a shuriken?
Poisoned adamantine (for bypassing DR, +1 attack for masterwork) or viridium shurikens using Flurry of Shurikens could be a scary combo. But poison is so expensive it would be like throwing shurikens made of money. Enter Abundant Ammunition. Abundant Ammunition replaces any mundane ammunition, including shurikens. Poison is mundane. The thing is, I can't find a solid answer to how long poison lasts after it's applied. If I applied poison to a handful of shurikens in the morning and used AA each time, what would happen? Would they last all day? Purple worm poison has a DC of 24 and costs 700. Drow only costs 75 with 13 DC and might put someone to sleep. I could also use the Poisoner's Jacket, which creates three vials of poison a day (<= 300g) but go inert after an hour. But, since AA replaces it, does that refresh the amount of time before the poison goes inert? And I wouldn't have to shell out for shurikens again either. Any other mundane addons? Or is the whole idea just infeasible? What would need to happen to make it viable?
Hexcrafter Magus w/ 1 lvl Sorcerer dip (tattoo sorcerer/crossblooded - orc/marid) Preface: After I read Walters Guide to the Magus and STR Ranger's Hexcrafter Guide, I really wanted to make one. It'll be my first time playing Pathfinder Society games though so I'm a little worried. Character build:
Tiefling +2 Int, +2 Dex, -2 Cha Fiendish Resistance (5 resist, cold, fire, electricity)
Traits: Magical Lineage (shocking grasp), Wayang Spellhunter (Frostbite) 20pt buy STR 8 DEX 16(+2) CON 14 WIS 13 INT 19(+2) CHA 5(-2) Feats 1 Magus1 Arcane Pool, Spell Combat, Cantrips, Feat - Weapon Finesse
Main spells: Brand, Shocking Grasp, Frostbite, Fireball, Monstrous Physique
reasoning:
From the Sorc dip, I get +30ft darkvision, light sensitivity (?), Alertness, +4 initiative, +1 caster level for evocation spells, +1 damage/die, and I can change any of my energy spell to cold, a really low level familiar who will probably spend most of his time as a tattoo. I'll pick up one (or two) Lesser rods of Rime and entangle at least once every fight. I'll hold on to it with my tail. With Sickened frostbite, I can potentially leave opponents Sickened, Fatigued, Entangled, and Shaken. I should be able to make all my Weapon attacks + hair and bite, or if I use monstrous physique I can pick up a lot more (multiattack makes them all at Full BAB -2). Between Shocking Grasp and an agile, keen rapier, my damage should be reasonable while Rime ensures good crowd control and debuffing.
Here are the issues I'm worried about: 1 Is multiattack legal? 2 Apparently there's an issue with natural weapons, weapon finesse, and spell combat. Does weapon finesse work with natural weapons and do natural weapons work with spell combat? 3 Further, I've been told that hasted assault doesn't work with spell combat either. Does haste work with spell combat? Does hasted assault work the way it should? 4 Can I use both Tattooed and crossblooded archetypes?
If my familiar is holding something when it turns into back into a tattoo, what happens to the thing it's holding? Does it turn into a tattoo w/ the familiar? Related: Is there a way, by RAW, to turn a familiar into a pack animal? Say a compsognathus for instance. It couldn't carry much but, then, neither can I. Also, do I keep alertness when my familiar is in tattoo form?
Hexcrafter Magus w/ 1 lvl Sorcerer dip (tattoo sorcerer/crossblooded - orc/marid) Preface: After I read Walters Guide to the Magus and STR Ranger's Hexcrafter Guide, I really wanted to make one. It'll be my first time playing Pathfinder Society games though so I'm a little worried. Tiefling
Fiendish Resistance (5 resist, cold, fire, electricity)
Traits: Magical Lineage (shocking grasp), Wayang Spellhunter (Frostbite) 20pt buy STR 8 DEX 16(+2) CON 14 WIS 13 INT 19(+2) CHA 5(-2) Feats 1 Magus1 Arcane Pool, Spell Combat, Cantrips, Feat - Weapon Finesse
Main spells: Brand, Shocking Grasp, Frostbite, Fireball, Monstrous Physique From the Sorc dip, I get +30ft darkvision, light sensitivity (?), Alertness, +4 initiative, +1 caster level for evocation spells, +1 damage/die, and I can change any of my energy spell to cold, a really low level familiar who will probably spend most of his time as a tattoo. I'll pick up one (or two) Lesser rods of Rime and entangle at least once every fight. I'll hold on to it with my tail. With Sickened frostbite, I can potentially leave opponents Sickened, Fatigued, Entangled, and Shaken. I should be able to make all my Weapon attacks + hair and bite, or if I use monstrous physique I can pick up a lot more (multiattack makes them all at Full BAB -2). Between Shocking Grasp and an agile, keen rapier, my damage should be reasonable while Rime ensures good crowd control and debuffing. But I have some questions Regarding PFS legality, is multiattack legal? Can I use Crossblooded and Tattooed archetypes together? Is there anything else I've done wrong? Can Monkey Familiars use wands (with reasonable success)? Either way, if my familiar is carrying something and it turns back into a tattoo, does the thing it's carrying go with it? Is there a way to my familiar to carry my stuff for me (that is, can I give it a handy haversack and/or muleback cords). Do I keep alertness when my familiar is in tattoo form? What would be good gear recommendations? Obviously my stat gear is Int then Dex, but is there any thing else? Robe of Runes looked good but I don't know if I can afford that by level 12 (with everything else I need). If I have darkvision before I get the orc bloodline, do I still get light sensitivity? Someone posted this in a thread a long time ago but never really got an answer. Since Prehensile Hair uses Int for str checks, my medium/heavy load is quite high. Could I use it to carry my party while flying? How many glaring weaknesses does this have? I know a low str and cha is going to be problematic at times (I'm thinking of adventuring naked until I get my handy haversack to avoid encumberance) but am I underestimating it? Any other suggestions?
My search fu has failed me. Is there a consolidated reference guide for all feats/traits/class abilities/etc that allow stat substitution (e.g. weapon finesse, agile, Sage(Sorcerer archetype that subs Int for Cha), etc) or allows you to add one stat to abilities and skills of another (e.g. Inquisitor's cunning initiative adds Wis to Init, or Kensei(Magus) adds Int to AC)? That was a bit of a long winded question, but I hope it was clear. Edit: Ooh, if there isn't a guide, can you list the ones you can think of off the top of your head? |