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Having a shop mechanic is pretty interesting, but I might try to simplify it a bit. Here's what I'd change just on a first pass.

After the players win a scenario (after obtaining the scenario reward, but before rebuilding their decks), they may return to town to shop.
Draw 1d4 random weapons, 1d4 random spells, 1d4 random armors, and 1d4 random items to make up the shop's inventory. If you draw a Promotional card, return it to the box and draw a new boon of that type. Each player may then buy up to one boon from the shop by banishing one of his or her boons with the same adventure deck number or higher. (Treat B and C as if their adventure deck number were 0). After all players are finished shopping, return any remaining boons in the inventory to the box.

You could do a haggling mechanic, but then Charisma based characters are going to be more likely to become more powerful through shopping. But here's an attempt at that too.

When buying a boon from the shop, a player may attempt to haggle by attempting a Charisma or Diplomacy check with a difficulty equal to the highest difficulty to acquire the boon. No cards or powers may be used on this check. If he or she succeeds, he or she may treat the adventure deck number of the boon as if it were one lower for the purposes of buying the boon.

Still, very neat concept. Here's hoping I've helped refine it a little!

Also the Vulpine Pounce kitsune feat.

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Create Mr. Pitt wrote:
I don't know if I understand the distinction here. How are they different?

A spell with a casting time of "1 full-round action", such as an empowered fireball cast by a sorcerer, takes both the caster's standard and move actions for the turn, but takes effect that round.

A spell with a casting time of "1 round" or "1 full round", such as summon monster I consumes the caster's standard and move actions that round, and does not take effect until the start of the caster's next turn.

I imagine it exists to eliminate any ambiguity. Normally, you cannot shield bash with a buckler at all, so it could be argued that the rondelero's ability to allow you to make shield bash attacks with a buckler only functions to make a standard shield bash attack. By explicitly calling out that a rondelero can alternate attacks as normal, you pre-emptively short circuit that rules debate.

Disclaimer: I do not actually own the book, so the text of the rondelero's ability may contradict my point. I'm just making an observation based on rules questions I've seen come up before.

My group just finished our three-player game now.

Character: Alahazra
Role: Stargazer
Skill Feats: +1 Intelligence, +1 Wisdom, +4 Charisma
Power Feats: Hand size 7; you may recharge a card that has the Divine trait to examine the top card of the blessings deck or any character deck; when scrying on your turn, you may encounter the card if it is a boon; when scrying on a player's deck, that player may recharge the card; at the end of your turn, you may discard a card that has the Divine trait to allow any character at your location to add a card from his discard pile to his hand; if your combat check has the Attack trait, you may also add the Fire trait; you gain the skill Perception: Charisma +2

Spells: Cure, Divine Fortune, Holy Feast, Raise Dead, Recast, Shapechange, Vengeful Storm x2
Items: Crystal of Healing Hands, Hurricane Crown, Letter of Marque, Magic Spyglass
Allies: Imp, Master of Gales, Old Salt x2
Blessings: Blessing of Abadar, Blessing of Achaekek, Blessing of Besmara, Blessing of Erastil, Blessing of Hshurha x2, Blessing of Pharasma

Character: Lirianne
Role: Musketeer
Skill Feats: Dexterity +4, Constitution +1
Power Feats: Hand size 5, 6; sharpshooting +1, +2; if you start with no weapons in your hand, you may draw a card; when you play a weapon that has the Firearm trait, you may shuffle another such weapon into your deck to draw a card; you may discard a weapon to defeat a barrier with the Cache, Lock, or Skirmish trait.
Card Feats: Weapons +3, Items +2, Ally +1, Blessing +2

Weapons: Blasting Pistol +2, Crossbow of Retribution, Distance Musket +1, Enervating Pistol +3, Flaming Musket +2, Navigator Musket +1, Saltbox
Armor: Flaming Buckler Gun, Sniper's Studded Leather
Items: Farglass, Immortal Dreamstone, Impossible Bottle, Sniper Goggles
Allies: Arronax Endymion, Lady Cerise Bloodmourn, Pierce Jerrell, Tessa Fairwind
Blessings: Blessing of Besmara, Blessing of Erastil, Blessing of Milani, Blessing of Norgorber, Blessing of the Gods, Pirate's Favor

Character: Seltyiel
Role: Spellblade
Skill Feats: Strength +1, Intelligence +4
Power Feats: Hand size 6; When using spell combat, you may shuffle the card instead of recharging, add 2d6; If you successfully use spell recall, you may put the spell on top of your deck instead of recharging it; when you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check; Discard a spell to put a weapon from your discard pile into your hand, or discard a weapon to put a spell from your discard pile into your hand
Card Feats: Weapons +3, Spells +3, Items +1, Allies +1

Weapons: Aiger's Kiss, Flaming Falcata +3, Humanbane Gladius +2, Skyrocket Crossbow, Spellsword +2, Venomous Pike +2 x2
Spells: Blazing Servant, Control Weather, Geyser, Quickened Ray, Recast, Seamantle, Tsunami
Armor: Howling Skull Armor
Items: Pearl of Magic, Ring of the Iron Skull
Allies: Hanelilius Fitch, Surgeon
Blessings: Blessing of Abadar, Blessing of Achaekek, Blessing of Asmodeus, Blessing of Pharasma

Flagship: Abrogail's Fury
Fleet: Merchantman, Man's Promise, Thresher, Kraken, Wavecrest, Wormwood, Filthy Lucre

LoneKnave wrote:

You could throw them snowballs with card caster.

Also, about card caster:


Beginning at 3rd level, whenever the card caster randomly draws and throws a harrow card matching one axis of his alignment, the card's critical threat range increases to 19–20. If the card caster draws and throws a harrow card matching his alignment exactly, the attack's critical multiplier also increases to x3 and the magus gains a +4 bonus on his confirmation roll.

This ability replaces the magus arcana gained at 3rd level.

Could he just make a deck (or, I guess, a quarter deck) full of cards that match his own suite perfectly? The harrow deck doesn't have to be completely balanced (if it had to be, he couldn't use this ability after throwing a single card).

A harrow deck only containing cards of your own alignment would be merely 6 cards, one card of each suit.

Dragonchess Player wrote:
Personally, I'd go scimitar (eventually impact) and light quickdraw shield (eventually bashing mithral) for a sword and board paladin. The scimitar is just so much better than longsword from 4th level (when you can cast blessed weapon to auto-confirm criticals against evil foes); and especially once you get past 8th and can take Improved Critical.

Wrath of the Righteous Spoilers:
The issue with this is the existence of Radiance, which is a legendary weapon that bonds with a paladin early in book 1 and eventually upgrades itself into a holy avenger. Yes, Radiance can become a scimitar, but only if the favored weapon of the paladin's deity is a scimitar. If, say, you wanted to play a paladin of Iomedae, or Torag, or even Abadar, building around having a scimitar would preclude you from using Radiance.

Jaunt wrote:
Quickdraw shields still eat your swift actions, which means if you're trying to free up a hand to swift action Lay On Hands, you're still tanking your action economy.

Not exactly correct. Firstly, if you have the Quick-Draw feat, you can don or put away a quickdraw shield as a free action. If you don't have the Quick-Draw feat, it is a move action to put away your shield, or a swift action as part of a regular move. So it's really not all that good of an idea unless you're using the Quick-Draw feat.

I also am going sword-and-board, and came up with this progression.

1st: Quick-Draw, Skill Focus (Perception) (half-elf bonus)
3rd: Power Attack
5th: Improved Shield Bash, Two-Weapon Fighting (story bonus)
7th: Shield Slam
9th: Unsanctioned Knowledge
11th: Shield Master

Obviously not optimal, seeing as I'm playing a half-elf, but if you're a human, you could easily just cut out Skill Focus from my progression and move Power Attack and Improved Shield Bash (or TWF) 2 levels earlier.

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Bandw2 wrote:

so i have a question of my own.

so my human goes all werebear(which are large sized), what happens to his armor that isn't absorbed into his form, the stated character's appear to keep it, but...

Change Shape, Universal Monster Rules wrote:
This ability functions as a polymorph spell...
Change Shape, Lycanthrope template wrote:
Equipment does not meld with the new form between humanoid and hybrid form...
Polymorph Subschool, Magic wrote:
If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

Your equipment changes to accommodate your new size.

I seem to remember rules text in 3.5 specifying that any armor or clothing worn during a lycanthropic transformation was ruined (though clothing could be doffed), and the d20srd sample lycanthropes do not have manufactured armor bonuses to their AC, but I can't seem to find that anywhere. Regardless, if it was a 3.5 rule, it was one of the things about the template that changed in the conversion to Pathfinder.

I would believe so. And if the paladin were of the Undead Scourge archetype, they would hit for 2d10+60 on every hit.


If so, what about spells that were released after the GameMastery Guide?

EDIT: Sorry, this was supposed to be a quote.

Sorry for the edits as you're posting. I'm a programmer, so I tend to miss bugs in my logic until after they're posted. (:

A spell becomes arcane for a sorcerer when it is learned.

In short, my logic is this.

A spell becomes arcane or divine when the character becomes capable of casting it as an arcane or divine spell. A specific instance of a spell becomes arcane or divine as it is cast.

It is a divine spell for Hector, since he can prepare it as a divine spell. If he could use an arcane spell slot to prepare miracle it would also be an arcane spell for Hector.

(Edited for clarity)

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I was perhaps imprecise.

Miracle is not a divine spell.
Miracle prepared as a 9th-level cleric spell is a divine spell.
Miracle on a spellcaster's spells known list as a 9th-level oracle spell is a divine spell.
A scroll of miracle created by a cleric or oracle is a divine scroll.

Does that clear things up?

(EDIT: So to make my position explicit, a spell becomes arcane or divine when it is prepared or learned by an arcane or divine spellcaster, not when the spell is cast. Arcane and divine are not inherent traits of a spell.)

I'll take a swing at it. An arcane spell is a spell cast by an arcane spellcasting class. Fireball is not an arcane spell. A fireball spell cast by a wizard, sorcerer, magus, or bloodrager is. A fireball spell cast by a cleric with the Fire domain, however, is a divine spell. Similarly, resurrection is not a divine spell. A resurrection spell cast by a cleric is a divine spell, but a resurrection spell cast by a witch is arcane.

Thus, to answer the scroll question, there is no such thing as "a scroll of an arcane spell." Instead, it would be "an arcane scroll of a spell", since the spell itself is not inherently arcane or divine (or psychic, when that becomes a thing).

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TriOmegaZero wrote:
Artanthos wrote:
Then your argument remains, "Canon for Golarion violates the rules."
It's allowed to, you know.

Quick example of this. According to the Advanced Race Guide, aasimar and tieflings reach adulthood at age 60. According to Golarion material however (Rise of the Runelords, Council of Thieves) both races reach adulthood at a scale much closer that of a human. There, Golarion canon explicitly violates the rules.

As written, blood transcription uses the rules for copying spells from another source, so it would provide no benefit to a spellcaster that does not use a spellbook or familiar to store their spells, such as our spontaneously-casting eldritch scion.

But that's kind of boring. Blood transcription also states rather ambiguously that the caster "gains knowledge of this spell for the next 24 hours", so an argument could be made that a spontaneous caster using blood transcription adds the spell to their list of spells known for 24 hours. While the spell was clearly never intended to be on the spell list of a spontaneous caster, this is the interpretation I would use in my own games.

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For the sake of people in this thread who don't have access to the blessings:

Air - unchanged, but looks fairly solid to me to begin with. Point Blank Master seems good for a level 1 ability, and fly with upside seems like an ability I'd use a lot.

Animal - Also unchanged.

Artifice - Crafter's Wrath now ignores DR or hardness when attacking constructs or objects. Transfer Magic appears unchanged.

Chaos - Anarchic Strike is no longer limited to melee weapons. Battle Companion is unchanged, but Summon Monster is considered to be one of the strongest spells in the game, and you can summon as a standard action, without dismissing your best class feature like a Summoner.

Charm - Unchanged.

Community - Communal Aid is unchanged. Arrow Deflection was entirely replaced by Fight as One, which was previewed on the blog. And awesome.

Darkness - Enshrouding Darkness is unchanged, but still concealment against anything without blindsight. Darkened Vision went from a melee touch attack to one target within 30' (Will negates).

Death - Unchanged.

Destruction - Destructive Attacks was clarified such that it only functions on weapon damage rolls, but otherwise unchanged. Notably, Heart of Carnage does not specify it doesn't stack with Critical Focus or fortification armor.

Earth - Acid Strike is no longer limited to melee weapons. Armor of Earth no longer stacks with other DR/-, but increases by 1 for every 2 warpriest levels (capped at DR 5/- at 18th).

Evil - See Chaos, replacing Anarchic Strike with Unholy Strike.

Fire - Fire Strike is no longer limited to melee weapons. Armor of Flames is unchanged.

Glory - Unchanged.

Good - See Chaos, replacing Anarchic Strike with Holy Strike.

Healing - Selfish Healer has been replaced by Powerful Healing, which allows you to swift action Empower any cure spell you cast. Fast Healing is unchanged.

Knowledge - Lore Keeper is unchanged. Monster Lore is now a swift action, but now can be triggered through use of Lore Keeper.

Law - See Chaos, replacing Anarchic Strike with Axiomatic Strike.

Liberation - Unchanged.

Luck - Unlucky Presence has been replaced with Lucky Presence, which allows an ally to roll the d20 twice and take the better result on any 1 ability check, attack roll, saving throw, or skill check. The blessing lasts until used. Unlucky Enemy remains unchanged.

Madness - Unchanged.

Magic - Also unchanged.

Nobility - Inspiring Word only affects one of attack rolls, ability checks, saving throws, or skill checks (warpriest's choice) but now lasts 1 minute instead of 1/2 warpriest level rounds. Lead by Example is unchanged.

Plant - the unnamed minor blessing is now Creeping Vines. Battle Companion is Battle Companion (and therefore unchanged).

Protection - Increased Defense now scales every 10 levels instead of every 5, but is now a sacred bonus to both AC and saving throws. Aura of Protection no longer grants a deflection bonus to AC, but the energy resistance to acid, cold, electricity, fire, and sonic damage is doubled.

Repose - Unchanged.

Rune - Unchanged.

Strength - Strength Surge is unchanged. Strength of Will has been clarified to allow you to add STR to saves against effects that would entangle, paralyze, or stagger you.

Sun - Blinding Strike appears to no longer be a melee touch attack, but I can't find a range. Bane of Undead has been changed to Cleansing Fire, and can add either flaming or undead bane to the weapon - both if you expend two uses of your blessings ability.

Travel - Agile Feet now specifies it even counters difficult terrain created by magical effects, and Dimensional Hop now lets you teleport in 20' increments. Additionally, each ally you bring with you only costs 1 use of blessing, regardless of distance traveled.

Trickery - Copycat has been renamed Double, but otherwise unchanged.

War - Unchanged. Again, note that Battle Lust does not specify it doesn't stack with Critical Focus or other similar effects.

Water - See Fire, replace Fire Strike with Ice Strike and Armor of Fire with Armor of Ice.

Weather - See Fire, replace Fire Strike with Storm Strike and Armor of Fire with Wind Barrier.

Note that the elf favored class bonus applies only to the maximum number of points in your arcane reservoir, if you wanted extra points at the start of the day, you'd need to go gnome instead. I also agree with Ekkias' assessment of the Black Blade, it still gains its own arcane pool as normal.

Looks like it, yes. Thanks for the answer!

Question. Is that one of "able to cast 2nd-level divine spells", blessings, domains, or mystery, or "able to cast 2nd-level divine spells" and one of blessings, domains, or mystery?

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master_marshmallow wrote:
Players get greedy. This whole: "I expect you to have ranks in..." mentality is different from: "I expect you to have max ranks in..." and it is a significant difference. Max ranks are not the same thing as putting in one or two ranks, or up to 5 for prestige class qualifications, etc.

The problem with this is at level 1, "I have ranks in this skill" does equate to "I have maximum ranks in this skill." And if I have skills I'd like my character to be trained in for roleplaying reasons, level 1 is generally when I'd want to have them, to reflect the skills that my character would have picked up in their background.

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RJGrady wrote:
I'm going to toss in the suggestion that Studied Combat and Studied Strike shouldn't both have "studied" in the name.

I'm of two minds about that. On the one hand, I'm in a group with a fairly new player using a magus, and he gets Spell Combat and Spellstrike mixed up all the time. On the other hand, while the two class abilities are meant to be used together for the magus, one of the other abilities is dependent on the other for the investigator.

Deadmanwalking wrote:
Mathwei ap Niall wrote:

While Firearms mechanics are terrible the gunslinger class was so front loaded with the best class aspects it made for too good of a dip class for everything else.

As a hybrid fighter/Gunslinger with easy access to non-light weapon Dex to Damage I fully expect every monk, rogue, magus, etc. to use this as a dip class.
Just by what's been talked about so far it seems rife for abuse by itself or as a dip.

Actually, that seems at least as likely to be in the form of a Feat as a Class Feature (more so, IMO). And, in the playtest, the Class's signature powers don't really kick in until 3rd level, and the best one at that level only scales with Swashbuckler level, making dipping less than a great idea.

So...I think your assumptions of of what 'Gunslinger based' means are profoundly incorrect. what it appears to mean is "Primarily uses a Grit-like mechanic." But...not a single Deed is the same, nor are almost any other Class Features.

To emphasize this point - Stephen said this in the discussion of the revised Swashbuckler class.

Stephen Radney-MacFarland wrote:
Okay...for all you Dex damage junkies, we are looking into options that allow you to do it, but they will probably be more like Dervish Dance -- that is options that you feat into.

Backlash3906 wrote:
Mikaze wrote:
To this end, we made it relatively easy to gain Dexterity modifier damage and benefit classes nifty precise strike precision damage deed with a variety of weapons through the class itself, by way of multiclassing, and through feats (try the Snake Style feat from Ultimate Combat with the precise strike deed to get your swashbuckler/kung fu fusion on).

clasps hands over heart

hopeful eyes

But... Snake Style is only with unarmed. :(

I thought that was the point? With Snake Style, your unarmed strikes inflict piercing damage, and thus qualify as a "light or one-handed piercing weapon" for the swashbuckler's precise strike deed.

Dervish Dance is restricted to scimitar for purely thematic reasons - the Inner Sea World Guide presented it as a feat for worshipers of Sarenrae, whose favored weapon is the scimitar.

In my experience, both as player and as GM, Dervish Dance isn't all that overpowering if you open it up to other finesse weapons. My suggestion would be to allow it, at least on a provisional basis.

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You know, I read the thread title, and I was really expecting this to be a discussion of how the alignments correspond to Magic: the Gathering's color pie.

Since ShadowcatX decided to go with that, I figure I might as well put in my two cp using the same system.

Lawful Good: Green/White
- Green and White overlap with a focus on tradition and the importance of the community over the individual.

Neutral Good: White
- While White in MTG isn't necessarily good, it is the color most associated with morality and selflessness. It's also the color of order, which means it's probably more lawful than neutral, but...out of the MTG colors, this is the closest to NG.

Chaotic Good: Red/White
- White I've already covered, and Red is the color of impulse and passion. The overlap between both colors is in the desire to protect that which is precious, and gods help whomever gets in their way.

Lawful Neutral: White/Blue
- White is the color of order, and Blue is the color of knowledge and analysis, and is associated with dispassion. As such, this is the color combination most likely to set rules and restrictions, and then enforce them with a fair - if less than merciful - hand.

True Neutral: Green
- Green is the color of nature, and the natural way. What's more neutral than that?

Chaotic Neutral: Red
- As I mentioned earlier, Red is all about impulse and passion. What Red wants to do, Red does, and it'll deal with the consequences later. If at all.

Lawful Evil: White/Black
- White is the color of order, and Black is the color of selfishness, ambition, and amorality. When you combine the worst traits of both, you end up with a character who will twist and use the system to their own ends.

Neutral Evil: Black
- Like White is not necessarily good, Black is not necessarily evil, but it is the color most closely associated with it. Black is willing to do anything, pay any price, if it feels there's benefit in it.

Chaotic Evil: Black/Red
- Black and Red overlap in extreme selfishness, and with Red's impulsiveness combined with Black's amorality and ambition, you end up with a character with no restrictions on what they can do.

Ross Byers wrote:
Swashbuckler and...I'm guessing Shaman, fighting some kind of acidic and/or undead dragon. Neat.

He's wearing scale mail and wielding what might be a lucerne hammer, I'm pretty sure that's our bloodrager.

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DM Beckett wrote:
Kudaku wrote:
There were also some hints that there might be similar feats to Dervish Dance (but weapon agnostic) coming in the ACG.
I wouldn't count on it. The devs disagree on the balance, and basically allowed Dervish Dance only because its restricted. Regardless of which side of that fence you are one, Paizo as a whole doesn't seem to want it in, and has sort of gotten rid of the other attempts to allow it. It could happen, don't get me wrong, I just wouldn't count on it.

From the Swashbuckler Class Discussion thread.

Stephen Radney-MacFarland wrote:
Okay...for all you Dex damage junkies, we are looking into options that allow you to do it, but they will probably be more like Dervish Dance -- that is options that you feat into.

Perhaps one could still be pessimistic about it, but I'm optimistic about that statement, especially since Stephen seemed very reluctant to yield that point to begin with.

This came up in a Wrath of the Righteous session today. Can the Sudden Block ability of the Guardian path be used after the attack is rolled?

Sudden Block:
As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.

Unfortunately, the text doesn't say either way, and abilities such as the Swashbuckler's Opportune Parry and Riposte specifically state that they must be used before the roll is made. On the other hand, I can't find any examples, but I'm pretty sure that abilities that can be applied after the roll usually explicitly state that as well.

I'd recommend Bloodrager as well if you're focusing on melee over magic. Though I suppose it's worth noting that Bloodrager can qualify for Dragon Disciple if you want to go that route.

lantzkev wrote:
why not just invest in an agile enchantment on your weapon if you're worried about dex to dmg?

1) Because the agile weapon property is a +1 equivalent, so you're investing over 8000 gold into having a +1 agile weapon, meaning by the guidelines, that should be available to you around 8th level.

2) Because the agile weapon property is in the Pathfinder Society Field Guide, a source that you may not own (a concern for PFS play) or that your GM may not allow (a concern for other play).

I'd like to Nth the desire to have casting the bloodrager's evocation spells be better supported, I was actually rather hoping to have some early-access blasts on the list.

I know having DCs be raised during a bloodrage has been mentioned as an option, as has free Quicken Spell, but I was wondering - would the bloodrager being able to ignore the damage dice maximum while bloodraging help?

EricMcG wrote:

So, why is Gunslinger an Alternate Class, she's not even proficient with guns?

This is more of how I see the Duelist and much better than the archetype of similar name style-wise.

Because the default Swashbuckler uses the mechanics of the Gunslinger, particularly grit (panache) and nimble. The Swashbuckler from the point it was announced was stated that it would use Gunslinger mechanics, but would not actually be proficient with guns for those who wish to keep guns out of their fantasy worlds, but include an archetype for those who wanted to play gun-wielding Swashbucklers.

@Torbyne, I've come to the conclusion that trying to get an 18 at first level on 15 points, particularly with a MAD class, is not worth the points. My 15 point Swashbuckler build was 13 Str, 15 (+2 racial) Dex, 12 Con, 10 Int, 8 Wis, 14 Cha. This was for the original Swashbuckler before the clarification we could take Extra Grit, however.

DM Beckett wrote:
Scavion wrote:
DM Beckett wrote:
It's my understanding that there will not be any new spells with the ACG. :)

There most definitely will be new spells in the ACG. The Bloodrager is getting its own list and I have a feeling its getting some swift action spells, some of which might bleed over to the Cleric list for Warpriest use.

I'm pretty sure that they said from the start there would be no new spells in this book, but I could be wrong, and I can't find the post.

The only thing I remember the developers saying regarding spells is that they did not want to create any new class spell lists due to the space they take up in the book.

Lemmy wrote:
Rynjin wrote:

"Two steps adjusted".

I'm guessing one of those adjustments involves Cha to saves because having a +0 Will save at 6th level is terrifyingly bad.

And a bonus to carry capacity because jesus JJ, why else would you inflict a Str penalty on yourself?

Now, now... He probably has a Cloak of Resistance, so maybe his character had a +1 instead of +0... Not that it makes any difference, of course.

I'm also curious about how he managed to work with Str 8. Could it be that JJ doesn't use the Encumbrance rules? Or at least doesn't mind having his character encumbered all the time? With such a low Str score, it's unlikely that his character will be able to even carry his armor and weapon, much less his magical gear.

traveler's outfit - 6 lbs

mithral chain shirt - 12.5 lbs
mithral rapier - 1 lb
handy haversack - 5 lbs

It's a tight fit, but that comes to 24.5 lbs, 1.5 lbs under the light load limit of a strength 8 character. Assuming that he drops his pack at the first sign of combat, he could have his cloak, his belt, and a mithral buckler with 2 lbs of capacity to spare.

I think someone brought it up earlier, but would changing your initial Panache so that you begin with 1 + CHA points each day (minimum 1) make Charisma more attractive? That at least would give you some mechanical benefit to having a 12 Charisma, and means a 14 Charisma Swashbuckler can Riposte once and still have the Panache reserved for Precise Strike.

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Kevin Mack wrote:
Stephen Radney-MacFarland wrote:
Athaleon wrote:
Please, no. The mechanic needs work, but we already have deeds competing for the Swift Action, and the Riposte costing an Attack of Opportunity is practically the only part of the combo that works right.
Sorry, I'm leaning in that direction right now. That doesn't mean it's airtight, but yes, when you make and immediate action, it does compete with swift actions. That's part of the game.
Have to say so far in the playtest game I'm running the parry ability using an AoO has worked great so far so may be best to keep it that way (Or perhaps just make it a number of time per round equal to your Dex modifier so like an AoO but not needing the actual combat reflexes feat to do it.)

Going to add my vote to the pile here, I would much, much rather see Riposte unchanged than see it be changed to require an immediate action.

Well, if we're posting builds, I figured I might as well.


Female human swashbuckler 4
CG Medium humanoid (human)
Init +6, Senses Perception +7

AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 34 (3d10+18)
Fort +2, Ref +7, Will +0 (+1 vs. fear)
Defensive Abilities bravery (+1), nimble (+1), opportune parry, recovery

Speed 30 ft
Melee +1 rapier +8 (1d6+10/18-20)
Ranged masterwork composite shortbow +9 (1d6+1/x3)
Special Attacks riposte, meanacing swordplay, precise strike (+4), swashbuckler initiative

Str 13, Dex[b] 18, [b]Con 12, Int 10, Wis 8, Cha 14
Base Atk +4, CMB +5, CMD 20
Feats Combat Reflexes, Quick Draw, Power Attack, Weapon Focus (rapier)
Skills Acrobatics +11, Bluff +10, Climb +8, Intimidate +10, Perception +7
Languages Common
Gear explorer's outfit, +1 chain shirt, +1 rapier, masterwork composite shortbow (Strength rating +1) with 20 durable arrows, handy haversack, fighter's kit, potion of haste.

Now I will admit that I haven't gotten to fight with her much, and her Will save does concern me, but she at least feels competent in her role, using the elite array and wealth by level. Weight management is still an issue, but fortunately her handy haversack gives her a lot more leeway than poor Debbie. And Lexie here actually has Power Attack.

This is also before the clarification that Swashbucklers can use Grit feats, so I suppose you could easily swap Quick Draw for Extra Grit to make parrying more feasible.

Ravingdork wrote:
Bloodragers can cast spells when not in a bloodrage. It's really only their bloodline abilities that are effected.

Wrong issue. He's asking "why are the bonus spells from my bloodline spells that are on my class spell list to begin with?"

Davor wrote:
ciretose wrote:
Davor wrote:
I actually don't think weapon training is the way to go. Static bonuses are great and all, but the Warpriest has those in heaps. I think unique benefits with certain weapons, associated with deity choice, or perhaps blessing choice, is the way to go.

Well, the current bonuses are swift actions and really not that awesome.

By the time you get Sacred Weapon +1 you probably already have an enhancement bonus on your primary weapon.

But we can explore the blessing angle, what did you have in mind. What I described or something else?

It's true that Sacred Weapon grants only a +1 bonus, but you'll note in the playtest document that the ability explicitly states that this bonus stacks with any other bonuses on the weapon, meaning that, for the duration, you get that bonus, regardless of other bonuses. The main issue, I see, is that it only stacks to +5, at which point you need to rely on the secondary weapon abilities, which is where I think we need more options, which is where the special abilities granted by deities/blessings would come into play.

So, here's the deal: Blessings, at the moment, are either really cool, or really lackluster, and should do something pertaining to the favored weapon of the wielder in addition to the abilities it provides. For example:

Let's start with the Air blessing. We already have 2 universally applicable abilities (you can use them on anyone). Why not something special for the Warpriest, like "While wielding his deity's favored weapon, the Warpriest can move up to 10' as a swift action." I mean, that's a little nuts, but you can see what I'm going for. Or how about the Darkness blessing: "While wielding his deity's favored weapon, the Warpriest ignores miss chance granted by darkness and low light."

Or, how about, since it's a blessing unique to Desna (the subject of much raging in this thread), Liberation: "While wielding your deity's favored weapon, your weapon returns to your hand immediately after being...

I really, really like this idea.

PhelanArcetus wrote:

...Speaking of Arcane, I find the True Arcane Bloodrage selection of buff spells odd. Beast Shape IV and Form of the Dragon I are just fine polymorph spells, though definitely not what I would think of in the context of the rest of the bloodline, which, broadly speaking, is about enhancement, not transformation. It seems like a decent chunk of the benefits of Transformation are things the Bloodrager will already have by level 16. Plus it seems that all three choices in True Arcane Bloodrage take away spellcasting, though I presume you can choose to not apply any of the...

(Bold emphasis mine)

From the description of the Polymorph Subschool on d20pfsrd:

While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon.

(Bold emphasis mine again)

Yes, beast shape IV and transformation will take away your spellcasting, but form of the dragon I does not.

Crusader of Good wrote:
I was curious because by the time I am able to download the doc I will only have 30 mins til game time and I need to get it made as fast as possible. I'm leaning more towards Shoanti but that's just for the bonus feat plus no penalties on any ability scores. As opposed to the HO that doesn't get the bonus feat. I cant see that ferocity and weapon profs are better than the extra feat at first especially when I'm wanting to go full tribal

Sounds like you've answered your own question, then. Though I'd consider the half-orc if the Deathless line looks appealing.

SmiloDan wrote:
Does the Arcanist choose its spells known for the day, then cast like a sorcerer? Seems versatile and easy to use. Kind of reminds me of the 3.5 spirit shaman, but all arcaney.

Not sure about the spirit shaman comparison (my only exposure to the class was in Neverwinter Nights 2), but that's my understanding. The arcanist gets to prepare fewer spells than a wizard, and cast fewer spells than a sorcerer, but makes up for it by being effectively a sorcerer that gets to choose their spells known at the start of each adventuring day.

Mechalibur wrote:
nighttree wrote:
Adjule wrote:

They said the playtest will start this fall. Which is up until December 21st, although many people equate December with winter.

It is actually already winter, has been since the 1st of November.

Winter (Nov, Dec, Jan)
Spring (Feb, March, Apr)
Summer (May, June, July)
Fall (Aug, Sept, Oct)

That is why Dec 21st is called MID-winter ;)

I can honestly say I don't know a single person who uses that system (or who has called Dec 21 midwinter) for the seasons.

Midwinter's Day was at one point a common term for the winter solstice, and is technically more accurate, seeing as it is the longest night of the year, and all. I'm not sure why the calendar was changed to have those nights mark the beginning of the season rather than it's end, but there you have it.

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Ambrosia Slaad wrote:
Horrible puns are their own reward, even if they nudge me ever closer to CE.

If horrible puns are Evil, I don't want to be Good.

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The [neutral] descriptor does not exist, no, but I suppose it's worth noting that a cleric's aura corresponds to the alignment of their deity, not the alignment of the cleric. So a true neutral cleric of Abadar has an aura of law, despite the fact that they do not possess a lawful alignment. Same for a true neutral cleric of Sarenrae and an aura of good, and so on, and so on.

Paladins make amazing healers, and are arguably the most effective at in-combat healing through the combination of shield other and the ability to heal themselves as a swift action. And as The Crusader mentioned above me, the paladin also gets the ability to remove negative conditions once they start getting their higher-level mercies.

If you want to specialize, I'd make Charisma your primary attribute (which also helps your smites and divine grace) and definitely consider the Greater Mercy feat at 3rd. If you feel that you don't have enough uses, you can also take Extra Lay on Hands.

TGMaxMaxer wrote:

I multi-classed my bard, but that's because he's a primary caster/face/skill monkey, not for combat.

Single level dip into crossblooded Fey/Whatever Sorc, +2 DC for all compulsions (read the bard list and find any useful spell with a saving throw that won't apply to :P) access to all the wands you don't get yourself, a couple of utility spells you can spam a few times a day, etc.

If I was gonna go martial, I'd go Lore Warden fighter level 2. 3 feats, not a big loss on skills.


On topic, yeah, it's probably best not to multiclass unless you really know what you're doing, and bard plays as a sort of hybrid class anyways.

The Sorcerer 12/Dragon Disciple 8 build probably plays pretty close to the style of sorcerer you want. As far as dipping goes, you probably should get 4, 8, or 10 levels of Dragon Disciple, since after you've already suffered the lost progression at level 1 and 5, the next three levels just add to what you'd have gotten for continuing as a sorcerer anyway.

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