If an affinity with a country, for example, does not include the ability for non humans to be from such areas then what would be the explanation for this trait Cheap to Feed, which specifically requires you be both Halfling and Osirion or Varisian? It also brings up the question that if, as you believe, human is the only option for these why would they need to specify further in such traits as these Practiced Gambler and Tattooed Focus that "Human - Varisian" is the requirement and not in traits such as the one you mentioned, Harrow Born, which simply lists "Varisian" as the requirement?
This has absolutely nothing to do with "if Paizo doesn't trust me enough to do *anything* in a scenario", in a system with so many people there has to be limits to the people that will take advantage of too much flexibility or simply lack the experience to use it well. Common sense rules don't remotely equate to a complete lack of trust. GMs add immense value to the scenarios they run, they are trusted to bring the characters and story to life, judge the game fairly, expound on the narrative they are given to weave (yes, even from {horror}box text{/horror}), they are trusted to make 6 hours of time fun for half a dozen people, and because they do this all is why players tell stories to each other about the games they've played, and on and on. Frankly it's a disservice to all the GMs who make games awesome to play to insist they add nothing to them. The fact that you personally want a different system doesn't remotely mean the system is broken or not working perfectly well, just that you have a different priority. There are thousands, probably 10s of thousands of people who GM Pathfinder & Starfinder Society, there is no feasible way without incurring massive costs of ensuring that even the majority of those are going to run scenarios where they can change parts and still give players a fair, reasonable, consistent experience. We all know that monster CRs can be entirely out of whack (yes, I'm looking at you Ghoul, don't try and hide) so suggestions of replacing monsters with ones chosen by the GM is clearly not going to result in a consistent, fair experience. I think many people are well aware of other organised play systems which give their GMs lots of leeway and the horror stories that come from it, this doesn't even have to be an 'all the time' thing, just often enough that it drives people away. The possibility of more Wounded Wisp/Tome of Righteous Repose style scenarios is a welcome one, but also one I suspect that doesn't go half as far as you would 'need' (and obviously requires more development time which means fewer scenarios in the same period). PFS is one of, if not the, most successful organised play RPG campaigns that has existed, the solid majority of players enjoy it very much. Can it be better, always, do these suggestions result in that, not remotely imo.
Dark Deed wrote:
That's not what I was talking about Dark Deed, it has nothing to do with selling back items if there is a change. I am referring to the fact that if the slivers were to work as you suggest then there is a constant reduction in cost for any large weapon made of a special material that costs around 1000gp+ from that point onwards, but only for those who own the source for slivers and know of this "work around", that seems very likely unintended.
Thus far the PFS leadership seems to have been very careful about allowing anything which increases weapon size, especially for unusual items, into play (hence the limits on what large items are purchasable in the Guide) which to me indicates this is likely not intended as a cheap, easy way to avoid that, even ignoring the fact that as Ferious mentions none of the FAQs actually seem to specifically allow it. This potentially allows large, or even huge or greater versions of items available solely from chronicles, such as the Butchering Axe, which could easily end up creating problems. In addition there's an issue with special materials; large weapons usually cost double the normal cost (including special materials), by instead buying a regular version in the special material you want and then simply paying for a potion of enlarge & the slivers you can save thousands of gp. For example, a large adamantine greatsword usually costs 6,100gp. By instead buying a medium adamantine greatsword, a potion of enlarge and the slivers it instead only costs you 4100gp and it gets even more crazy with mithral and any weapon weighing 6lbs or more. Suddenly if you want a large weapon made of special materials you are down thousands more gold than someone who owns the source for slivers and knows about it, that seems like it will not only cause frustration but certainly doesn't seem the intended way to now get such weapons and it will financially punish all the players who don't do it this way in comparison.
Another very cool blog, loving the way weapons will really seem different and add an extra dimension to things! On a related note would it be terribly rude to ask ever so kindly if it might be possible for Mark to write all the blogs if he remotely has the time between actually y'know, helping write the new edition? He has a way of cutting to the chase and making things very clear to understand.
Imhrail wrote: My Druid in the KingMaker AP is adventuring so he can found New Sarkoris for all his brethren who lost their nation when the Worldwound swallowed it. He's also there to remind the party not to slaughter creatures/humanoids living in the woods purely because they want to expand their city state. *puts down the fireball* >.>
SCPRedMage wrote:
I think most people are missing out that it also gives a +1 to ALL saves when not on the material plane, that is equivalent to one and a half feats when it applies, which certainly brings up the 'power' level to at least half a feat. Technically when it works the trait is worth one and 3/4 feats, which seems reasonable for the limited times it will come into play, but positively incredible if you play through season 8 a lot with it and get to use it most of the time.
Rysky wrote:
I have one! He wears some very sturdy iron shod boots because good footwear is important to an adventurer, has a lovely cheery little crimson hat to keep his head warm and carries a scythe around to help with crop harvesting. Oddly people seem to have poor reactions to him :'(
They're both very interesting characters who would make excellent leaders, but of the two Karisa Starsight stands out to me as the one more likely to be able to keep the Liberty's Edge ship afloat through the coming storms, keep its people safe, get to the bottom of whats going on and ensure the faction can keep on doing what it does best. Tamrin sounds like an excellent field agent and operative but not necessarily someone who would be the best 'big picture' leader for juggling dozens of operations throughout the Inner Sea. Plus the fact that he's undermined a faction leader in the past and possibly even put Pathfinders lives at risk because of it doesn't scream 'reliable leader'.
Xenocrat wrote:
Not entirely true, whilst they don't provoke there is still plenty of reason to want to cast a spell out of sight of the enemy, preventing them from identifying it for example, or from taking readied actions to shoot you after you cast it, so the question still remains.
Couple of questions that I'm hoping someone has an answer for. I've looked through everything in the CRB but I can't find anything specific saying that Touch spells allow an attack roll, in the same turn as they are cast, to deliver the spell to an enemy. The closest I've found is the section on them where it says;
Quote:
The implication being that you can discharge it the round you create it, and thus make an attack roll with it, presumably. On a similar note, there also appears no text replicating the Pathfinder notes about touch spells which specified you could cast a touch spell, use your move action and then deliver the spell afterwards, is this no longer possible in Starfinder or am I overlooking something?
Fantastic start to a great new game! It really looks like Starfinder is something special and has knocked it out of the park, congrats to the devs, editors and everyone who worked on it, it's a beautiful piece of work! Extra props to Thursty for all the effort he's put into keeping the online community involved in the launch as well, it really makes those who couldn't make it to Gencon in person feel involved and even more sure to try and make it in future years. I'm sure he has more important things to do than listen to our nonsense yet still he's there to answer questions and give advice, very encouraging when we have a ton of Star Finders games lined up and going :D
At level 1 I'm going with a Technomancer with 18 Dex, 16 Int, an Azimuth Laser Rifle (feat spent on proficiency) and going to be heavily leaning on the Supercharge Weapon spell. That mneans +4 to hit vs EAC for d8+4d6 four times per scenario, which seems like it should provide some pretty solid damage at low levels, could always go human for the extra feat and take Weapon Focus Longarms as well to bump it to +5 to hit. At level 3 i'll likely switch over to a small arm of some sort to take advantage of weapon specialisation, but keep the long arm as a backup for situations where greater range is required.
Ravingdork wrote: This thread is SO awesome! Yeah, I'm glad so many people have had similar ideas, I was worried the only response might be, "That's dumb!" but it's been the exact opposite :D @Red Griffyn, looks like I moved around the various class levels and just forgot to move that feat along with whatever was originally there, that's all :)
Red Griffyn wrote:
The requirements for Deadly Aim are Dex 13 and 1 BAB, whilst the Monk would qualify when Flurrying with his bow at level 1 I prefer Point Blank Shot & Precise Shot to start with, by level 2 he has a 'genuine' BAB of 1 from the Barbarian level so is able to use Deadly Aim whenever he pleases.
Darrell Impey UK wrote:
Just check the lists :) Quote: Biped [hands]* (all item slots): leshy (any) They are also in both the lists for familiars that can use wands/scrolls and carry items in their hands.
Grats to all the new 5 stars and thank you guys for the chance to give feedback and an awesome boon as thanks for doing so! One question however, the second page at the top asks us to fill in our PFS#'s on the last question, presumably it goes in 'other' on question 11 but... it's a bit confusing knowing that as there's no indication that is the last question until you get past it, any chance you could let us know if that's the right place? :)
Awesome! Thank you for all the hard work getting these updates out for everyone, very much appreciated :D Quick question, is the note about Balor Whip just to make sure people realise this is how it works and not an actual change to say that Whips cannot Drag without it? Quote: Page 80—The Balor Whip feat grants the ability to perform drag combat manuevers with a whip. According to this Paizo blog all Trip weapons can do that already? (Though I freely admit I could entirely have misunderstood something!) Quote: There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons).
This has it online by 3rd if you focus 100% on the Blindfighting feats but requires you worship a specific god. Trait: Blind Zeal (Blind Fight as bonus feat) MoMS 1: Bonus Feat - Blinded Blade Style, Level Feat - Improved Blind Fight
I may or may not be looking at making a Ratfolk called Splin... err. Something or other >.>
The biggest strengths for me are that it allows for both a lot more roleplaying and also allows for those who might be uncomfortable with speaking up in person (or over voice), for whatever reason, to engage with the group on an equal basis. Cons, for me, are that the games can be very slow and sometimes there are people who treat it as a less of a big deal to not post, despite the fact everyone is waiting for them, just like in a face to face game.
If you want a very good melee focused construct killer then a Monk with the Martial Artist Archetype (or if you prefer another class just 5 levels of Monk and then whatever flavour of smashy class you like for the rest of your levels, Arcane Bloodrager maybe?) will allow you negate a creatures hardness vs you as a Swift action with a successful Wis+Monk level check versus a DC 10+ Hardness/DR.
If you like the Life Oracle idea but want to smash face as well, go Oradin. Life Oracle 3 gives you life link on all your companions, Paladin X gives you swift action LoH to cure the damage from Life Link as well as all the usual smashy goodness of Smite and either a 2 handed DPR build or a tanky Sword/board build. There's a good guide **here** to get some ideas going.
Thanks for all the additional thoughts and builds! I wonder if a Sneak attack build is actually possible, it's really going to rely on prestige classes from the look of your suggestions Dukasaurus82, which might end up making it rather spread everywhere feat wise and even then it looks like a good few of those aren't Paizo material so you'd have to run it past your GM, still I very much like the idea! Ninja 1, Rogue 2, Alchemist (Vivisectionist) 3, Brawler (Snakebite Striker) 4, Assassin 5, Inner Sea Pirate 6, Mastery Spy 7, Sleepless Detective 8, Red Mantis Assassin 9, Vigilante (Serial Killer *might* stack with Sneak Attack) 10 Your feats are almost entirely going to be spent qualifying for Red Mantis Assassin but that still makes you a solid TWF sneak attacker so not a real problem. The real issue is that despite having a 10d6 Sneak Attack your BAB at level 10 is... 1. Of note Grey Gardener has sneak attack at level 1 as well but sadly requires 2nd level Divine spells so it's out.
Strength based class dips can work really well for Investigators, hell so can just going Strength + Longspear... but claudekennilols character is a Wayang with 7 Strength, those options aren't useful to him right now. From having played an Inspired Blade Empiricist in PFS I will say that I have had no trouble getting at least 1-2 AoOs most rounds, you can always voluntarily provoke/parry/murder at low levels if you really want that extra attack when you're not losing iterative attacks to do so. Any dip is going to cost resources that could be spent elsewhere, overall the Inspired Blade costs imo the least for the most return. But if that's not ideal then definitely give the newly minted Ravenor Inquisitor a look, Inquisitors make great archers regardless but if you go Wood and pick up Wood Bond as one of your two Revelations you already have a leg up and should easily be able to afford the hit penalty for Deadly Aim to boost your damage.
Alex Mack wrote: I'm really not a fan of dipping Inspired blade. Sure if you are happy with doing 1d6+8 or so at level 5 on a single hit go ahead, but as a dedicated martial player you will feel sooo weak. You're quite right that each individual hit won't be big, but that's not the the Swashigators shtick. Combat Reflexes, Longarm elixir, possible a Swashbucklers Flair for +5ft reach... suddenly you threaten a 15ft area and probably have 5-6 AoOs at least. That very quickly adds up to some pretty significant damage (and incidentally helps keep you safer from most enemies). This especially shines in the relatively cramped conditions that a lot of PFS scenarios take place in and just dungeons in general. Spell casters? AoO unless they cast defensively, Ranged attackers? AoO. Enemy wants to move more than 5ft? AoO. Etc.
If you're going for a Dex build I suspect you're going to need some way to get Dex to damage if you want them to stay viable in combat and remain a threat. This pretty much means finding somewhere to fit Slashing Grace or Fencing Grace into your build, but then you're also looking at Weapon Finesse, etc. A Str build can just grab a long spear, stay Investigator and go to town, for Dex I think that the Swashbuckler dip you mention is the best bet. Even from low levels you're going to be knocking Skill checks out of the park, I think it's more than doable to take a single level of Swashbuckler for everything it gives you, that and one feat (Fencing Grace) sets you up for both damage and defences very nicely, Combat Reflexes certainly won't hurt at later levels. Other than that I think you might want to look at ranged options if you're definitely going Dex and really don't want to dip, there's not a lot else you can do that won't likely involve a lot more than a one level dip. I suppose you could possibly use the extra trait to pick up skill in an Elven Branched Spear that you can enchant with Agile later on, but you'll still need Weapon Finesse to make much use of it.
Bigdaddyjug wrote:
Thankfully you can definitely take levels in original and hybrid classes, it just usually isn't very useful. Advanced Class Guide wrote: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline). Variant channeling is a different kettle of fish, since it was originally based on the various Gods portfolios when it came out in Ultimate Magic I suspect you'll see a lot of table variation. Some GMs will be fine with variant channeling that matches your Mystery, some won't.
You also have to deal with the use of magic, the higher level, the worse it gets. If there is even the slightest concern about the Ambassador you could face problems (or even just if the people you're trying to fool are paranoid) such as Commune and Augury, but these are just the start of your worries. Then there's the possibility that all Ambassadors identities are registered at the capital and a quick Sending is used to confirm they are who they say, Zone of Truth, etc. Whilst this may seem like too much effort bear in mind not only the nation you're in but the situation you're involved in, paranoia is the name of the game for an already paranoid nation (and one that at higher levels has a vast amount of Communes available via Imps). Now, as to getting around that, constant nondetection is a good start ("Normal procedure after Ambassador X was assassinated 20 years ago my dear."), if you can get your hands on some Shadow Piercings that might really help sell the disguise as well. If you're able to manage it, killing the actual Ambassador should he try and return will definitely be useful (if you do, keep his clothes, etc and maybe even some of... him, on you to help trick scrying spells etc). As to staff, I'd definitely hire locals and not Nidalese, they're far more likely to see through your attempts to act like one of them than people who don't know anything about the nations culture. Explain it away as 'supporting the local economy' or something suitably fawning to the Chelish.
That's absolutely fantastic :D It's amazing how well that build all comes together despite the class limitations, I'm certainly imagining it as some Balor wannabe, driving the masses (and enemies) before them in terror (probably have to get flaming weapon enchantment on the whip just for sheer style points ;)). Many thanks for your input (and everyone elses!), you've given me some really great ideas and opened up what I thought was possible, whilst remaining useful, to a far greater degree than I would have suspected existed. A few solid melee and ranged types, a channeler, and the king of intimidation... most excellent! I might even have a game of Hells Vengeance coming up sometime in the future so the Intimimancer may well end up played, thanks again Avoron!
Awesome, thanks for the ideas everyone! The Living Monolith, Champion and Archaeologist Bard especially all like really good levels to add to it, each bringing a significant buff that should help keep the character viable (and not just annoy his party!) The Divine version with all those channels is actually a really cool idea Avoron, seems like it would be great at low to mid levels but might be tough to contribute at higher levels, maybe, possibly ot could go Witch/Shaman for hexes which aren't save based? That's a fantastic story Drahliana, sounds like a ton of fun, though the idea here is to create a character that remains useful to his party, after all no likes someone who just drags the group down (unless you're all close friends playing for giggles maybe), still a fun story though :D I'm not really up on VMC, doesn't that use most of your feats? Meaning he'd likely have to go melee beat stick (since Power Attack is all they *really* need)?
So, I've recently been trying to figure out a still playable character who only ever takes one level of any particular class, it has to still be able to not be a drag on a party and ideally actually prove useful. Thus far I've opted for a switch-hitter since that seems the most likely to work, but any other ideas are welcome, I'm not married to anything yet. So far I have a build as follows, any ideas, advice, thoughts on a completely different way to do it are more than welcome! 1 Monk (Zen Archer) - PBS, Bonus: Precise Shot
The Rage classes grant him some much needed buffs for melee combat (and bonus to hit for ranged, but no damage until he gets an adaptable bow), mostly full BAB classes should mean a decent chance to hit and frankly his saves are ridiculously good (even Will isn't too shabby by level 11 though it probably needs some propping up tbh). Overall he seems like he'll make a passable archer/melee combatant, have a smattering of social/knowledge abilities and reasonable saves along with a bunch of cool (if very limited use) tricks he can throw out. AC might be a problem without wearing armour, though possibly no more than any other high dex character, so I'm not sure if the Monk level is worth it. That said, I'm sure he can be better, help me hive mind!
I have an Oracle of Battle who is convinced he has been granted 'Paladin' powers by the Living God, all to aid in cleaning up the troublemakers who are trying to ruin Razmirs good name by pretending to be his followers and extorting people. It's a mighty task to restore the gods good name but one he is happy to undertake! In game this makes him get on pretty well with most parties and should they come across Razmir worshipers he will try and ascertain if they're "true" followers or more of these heretics who extort people (shocker, they almost always are :P), if so it's time for some very angry purging!
I actually just built my own version of this for PFS, using a chasis of Paladin (Iroran archetype) with one level of Monk (Sohei archetype). I feel that this gives you pretty much all basic abilities that the D3 monk possess and also happens to be pretty effective as well, amazing saves, high BAB with an extra attack from Flurry, buffing from the Paladin spells and opens up the option to essentially ignore Wisdom for Charisma, allowing you to be something of a face as well as having an excellent AC (between Cha to AC and eventually a mithril breastplate).
I'll echo the idea of sorcerer if you're looking to cut down on having to learn a huge amount of new spells in a short time. Better to know the spells you have well and be able to use them effectively than trying to choose which one from dozens to memorise and having to look them up every time as you've never used them before. As The Steel Refrain noted, summoning is a lot of book keeping and it looks like you already have a pretty good martial lineup, focus on control spells that lock down the enemy or give your team more movement advantages. Something as simple as getting a wand of mass featherstep for your party and using it before you enter a dangerous area, then casting stone call on the area the fight is in can change the entire dynamic, in that example, your team can move fine, anyone who can't fly or burrow is totally screwed, no charging, no 5ft steps, etc. For your spell choices my general suggestion for a sorcerer is to pick; damage, control, utility. Until you have one from each category for a level and then start again, it makes sure that whatever situation you face at least ONE of your spells for each level should be useful.
Christopher Huff 191 wrote:
Cool, good to know! So, you can always pass notes if you have some time. Other than that have someone talk loudly in his face whilst you all whisper off to the side, the distance, noise and whisper penalties should see you safe. if you're willing to really invest then the Nature Oracle ability Transcendental Bond allows telepathy for a short while each day. Ultimately I think simply going into a separate room, posting a guard outside and talking quietly will see you good. He's going to know you're talking without him hearing anyways so why bother with excessive efforts, just tell him you'll be right back and have to discuss something in private. Hell, if one of you is the captain you can always just order him to the far end of the ship or such.
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