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![]() I have played 3scenarios now in the s&s op and have not bought the base set because I am having fun with the group in op and I cannot afford the purchase arm. I will say that another reason I don't like s&s really is that only the swashbuckler has a way to prevent ship damage more times than most and I have no interest in playing one of those. I am loving my word and ranger arm and can't wait to play my rogue sometime in the future. Hope that helps explain a few things. ![]()
![]() my build is going to mostly be bombs with arrows as a backup due to limitations of daily use of said bombs. as for the pragmatic activator trait. i did not own ultimate campaign so had to look it up and will definitely be getting that book and using that trait. i will change it in the main post thanks gene ![]()
![]() Hey All Making a Grenadier Alchemist and would like you all to help critique it for me with any ideas you think will improve my gameplay. I am gonna really play up the whole Mad Scientist loves explosions in my RP so i am taking the Grenadier Archetype to assist me with that. here is my Breakdown: Name Pending
PFS Character so 20-Point buy STR: 12
Alternate Racial Traits:
Feats:
Traits:
Weapons:
Armor:
Gear:
Formula Book: (2 + INT Mod 3)
I am kinda upset i can't get Precise shot till lvl 3 but Precise Bomb at lvl 2 for the Grenadier Archetype helps that a bit. I did not add the normal stuff you get from being an alchemist in the feats and stuff since most know them but any help with my lvl 1 build and my future feats/discoveries would be appreciated. This is my first steps towards a caster since i have mostly played weapon damage dealers (Rogue, Zen Archer, Barb) so any advice for my extracts would be appreciated, i mostly went healing and defense based for my lvl 1 stuff. Thanks for your assistance! ![]()
![]() Would Alchemist be better? for some reason i never gave it a thought since i did not think they were spell casters. I'll have to read up on it a bit to see which is better. but i am loving the information on the exploits. i did not know most were cha based. BTW forgot to mention this was for Society gameplay. ![]()
![]() Hey people, I am new to caster classes and wish to make an arcanist since it mixes both a wizard and a sorcerer which were two classes i was thinking of making anyway but having trouble with making him since i have never made a mage class before (rogue, zen archer, barb) i was wondering if someone could assist me in making him as i want him to be. i am basically making him out to be a mad scientist kinda arcanist. Always in his books and experimenting with spells. I want him to be a huge blaster throwing out large spells like they are candy and not thinking about the consequences. to this end he has a few dump stats to give him an insanely high int modifier at lvl 1 STR: 7, DEX: 16, CON: 14, INT: 20, WIS: 7, CHA: 7 but other than that the traits, feats, and equipment are throwing me off since i am used to wearing armor and using weapons to deal damage. i got a light crossbow 20 bolts and a dagger atm and a spell component pouch. He is an Elf with the 2 points in INT and i have him in Dark Archive as his Faction. Any assistance with exploits and feats would be appreciated since i am having troubles understanding the spellbook and Caster Level and Spell Slot mechanics. I have read the core rule book and even have ultimate magic and ACG but the writing is Egyptian to me lol. I appreciate any help you can give me. Thanks ![]()
![]() Played with my local PFS Group as a new Mesmerist. still tweaking him a bit but i basically wanted to play him as a buffer/debuffer skill monkey with a mouth on him. (Think Woody Harrelson from "Now you See Me" Movie) My Mesmerist is a Kitsune so my starter charisma was 18 and i have 5 knacks and 3 lvl 1 spells. i carried a Whip and crossbow with me and wore leather armor. throughout the scenario i was the main talker with my high diplomacy and bluff checks which is always fun but the real fun came in combat. unlike a previous thread i read as a lvl 1 i did not use my spells too often but i grabbed Hideous Laughter, Ray of Enfeeblement, and Blurring Movement as my Lvl 1 spells. I was playing with 2 pregens and a Kineticist. the Pregens were Harsk =D and The barbarian. whenever i had the high initiative my first action was to hit the barb with false flanking trick and move into position with my whip. if any enemies were still up when it came back to my turn i was always there with my whip for tripping giving my barb flanking and position superiority in many fights. in the final fight when the barb was felled i continued with my tricks helping Harsk and the kinetist in their roles or tripping enimies that came too close. I will be taking this mesmerist into the Emerald spire tommorrow and should have more info. unlike the higher level mesmerist i relies on my whip and knacks and tricks than my spell list but that could be because of my limited number of spells. i did use Ray of Enfeeblement during the scenraio but mostly stayed with tricks and trying to position enemies for my team mates to do well. ![]()
![]() Jonathan Cary wrote:
ok i think i see what you are saying. so since i am lvl one and i have 8 base int with a +2 as an elf which gives me 10 int that gives me no modifier which means i can basically choose 8 skills to place at lvl 1 correct? that helps me so much thanks man i also apoligize for not giving my ability scores here they are Base Racial Total
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![]() Hello all a new PFS player here. i recently played a God's Market Gambol Mod with my local PFS group and enjoyed the heck out of. i have been reading all the character creation PDF's bought my core handbook, and basically have begun trying to create a character but i am a little confused about a few things. For one i am stuck at the skills stage of my character creation. I am making an elf rogue models slightly after Merisiel and so have been looking to her pre-gen sheet for some tips while making a brand new lvl 1. When i got to the skills section of the creation PDF it says: Quote:
but when i read the core handbook all it tells me is that the modifier for skills for a rogue is 8+int modifier. So basically my question is how many skills do i start out with and how do i determine my modifiers with each skill? the rogue pre-gen has some nice high numbers with lvl 1 skills and i want to know how to do it properly so i don;t Overpower him by accident. please help me ^^ |