![]()
Search Posts
![]()
![]() Lets get this out of the way before I begin, this is not some shady business practice that I proposition. What I will be talking about is the benefits that both player, dungeon masters, and Paizo would have from selling boon sheets. Like say a Chronicle Sheet to play an Oread or a Catfolk. I will be using a Q&A to help get my point across and help it appear more structured. Q: What is your angle?
Q: Why a payment method instead of another method to send out chronicle sheets?
Q: How much would these chronicle sheets cost exactly?
Q: Physical or PDF?
Q: Watermarking with email address like other PDF products?
Q: What about if they get distributed by a third party for free?
Q: Do you support such practice from third parties?
Q: So what do you have in mind, a portion be donated to a charity?
Q: Sounds like a bad idea. What about chronicle sheets like those for the Catfolk or Ratfolk, those become useless? What incentive would people have to go to conventions?
Q: Trade? Boon trading would still be a thing?
Q: Wouldn't this also cause certain books like "Blood of the Night" to sell more if players wanted to play as Dhampirs?
Q: How would it be a positive side effect?
Q: Yeah and how is that positive? Seems negative to me.
Q: What if I don't want to go to a convention what then?
So after everything I have written, my question is: If you could pay for a chronicle sheet, would you? Finally, whether you agreed or disagreed, thank you very much ladies and gentlemen in advance for taking time to read this post of mine. May each of you have an excellent and wonderful day. ![]()
![]() The idea is similar to an older build known as the Horse Oracle. Without getting too much into the nitty gritty of math, basically by 12th level your horse is considered a 19th level mount because of a variety of factors. So what is neat about the Divine Hunter archetype? It helps make a stronger companion. Weirdly Divine Hunter does not mesh as well as you would think with Aasimar like how the Horse Oracle did. For the race, it must be Human. Why Human? Because you want the Eye for Talent racial which will improve your companion. For the class go with Hunter and its archetype Divine Hunter, domain is always Animal. For the Animal Focus, always focus on things that buff the animal. A bonus to AC via dodge, stat enhancements, and the like. Mouse is a good aspect later on if your in PFS as you will stop at 12th but still have a way to give Horse the Improved Evasion feature. Why a horse to begin with? Because, just like Horse Oracle, its hilarious to watch as the GM tries to figure out how to deal with a horse that is stronger than normal. An excellent feat to pick up at 1st level is Huntmaster. You treat your effective character level as +1 higher than normal when determining the benefits of your companion/mount/etc. Also remember to get your horse some barding as it will need the extra AC. Also don't forget you may want to consider getting your horse some custom horseshoes like of the Cold Iron, Silver, or just +1 magic horseshoes. Animal Focus choices: Bat: Terrible. Remember your companion either has darkvision already or gets it from the template it gets at 3rd level for just being a Divine Hunter. The only saving grace is at level 15 for Blindsight... however for those in PFS you might as well ignore it as the cut off is usually level 12.
You may also want to consider an archetype for your horse. My personal recommendations are Charger, Totem Guide, or Bodyguard. If you got Charger by the time you hit 5th, your horse will be immune to fatigue, by your 8th level your horse can run at full speed in heavy barding. Mouse might be an option as you lose evasion and improved evasion if you got your mind set on Hit & Run tactics. Also if you do go Mouse and manage to get yourself to 14th level so your Horse is at 15h, your Horse basically has evasion for Reflex, Will, and Fortitude saves. If you go with Bodyguard it can yield for some interesting options with the Snake animal focus as your horse patrols around, and basically gets diehard for free while near you. While nearby, the horse gives you and itself the Altertness feat. At 15th level it gets an enhanced version of its diehard-esque ability. This also opens up the option for the Mouse animal focus as normally you lose Evasion and Improved Evasion. Totem Guide is more of a support archetype. Your horse now becomes your guide as it can do spell-like divination spells if you got the spell slots for it. It can also get the Eldritch Claws feat for free which means you can save some money if you don't want to buy special horse shoes that are Cold Iron or Silver. As a full round action, targeting self or you, it can cast Guidance on its target. Also, it can never be raised as an undead, can deal full damage to incorporeal, its natural armor matters when regarding incorporeal touch attacks. Finally, it can talk to you and understand you. Like the other two, the animal focus Mouse is worth a look for replacing your lost Evasion and Improved Evasion. There is the racer archetype, I wouldn't recommend it though as its more about moving fast, although at least it goes great with Stag animal focus I guess. So by 5th level what do you got one might ask? Well a 5th level divine hunter and a 6th level horse companion. However the horse gets a few forms of benefits:
2) Domain, obtained at 3rd for being a Divine Hunter and fully comes together at 5th. As long as you picked the Animal domain you get a nice benefit. For your companion, you can increase any single ability score by +2 OR you can increase two ability scores by +1. 3) Otherworldly Companion, obtained at 3rd level for being a Divine Hunter. If you are good you get celestial, if your evil you get fiendish, if you are neutral pick one. For the sake of PFS lets assume you are a Neutral Good character, your horse gets the following for getting the celestial template: 5/evil (DR), Cold/Acid/Electricity 10 (Resistance), Dark Vision 60 Feet, CR + 5 (Spell Resistance), 1/day Smite Evil as swift action. To top it off, consider that your horse just got all of these benefits when you hit level four because of the huntmaster feat. 4) If you have been a smart shopper you probably at least got your horse some horseshoes made of at least Cold Iron or Silver as you can't just rely on that 1/day smite that horse has got. You also at least picked up some decent barding for the horse so it can last longer in battle. 5) Depending on your archetype you picked you get one of the following. Horse can talk to you (Totem Guide). Horse is immune to fatigue (Charger). Weirdly there is no 6th level benefit for Bodyguard, only 3rd/9th/15th. ![]()
![]() I would have liked to take both archetypes for a magically inclined character that isn't a full-fledged caster. However they overlap in one area, both replace the rogue talent gained at 4th level. Which is the better option? I do plan on taking Minor and Major Magic, along with the Talented Magician feat. Spoiler: Counterfeit Mage
Magical Expertise: add 1/2 level to Disable Device for disarming magical traps and UMD checks for scrolls and wands only. Replaces trap finding. Signature Wand: At 4th level the rogue can attune himself to a specific wand for one hour, doing so the rogue can activate the wand without UMD. Replaces 4th level rogue talent. Wand Adept: Dex instead of Cha for UMD on wands only. Underground Chemist
Precise Splash Weapons: At 4th level, rogue can sneak attack with splash weapons. So long as its the first attack, must qualify normally for sneak attack (Like flat-footed), and you must target the creature not the square. Replaces 4th level rogue talent. Discovery: At 10th level a rogue can select an alchemist discovery from the following: Concentrate Poison, Dilution, Enhance Potion, extend potion, mummification, nauseating flesh, poison conversion, preserve organs, spontaneous healing, sticky poison. Treat your rogue level as your alchemist level. This alters the advanced talents. ![]()
![]() How exactly would the Hydrophobia spell work if used on a Water Elemental? I mean how would they react with the fear of drowning and that they are made entirely of water. Seeing as how Elementals maybe immune to sleep effects but they are easily affected by most other forms of mind affecting spells. I can see this spell having some hilarious uses. The bard casts Hydrophobia on a shark or merfolk, the creature fails its safe and seeks to beach itself if possible as it is suddenly afraid of drowning and will thrash in the water as if it were drowning. ![]()
![]() Honestly when I looked at Wizards and how badly nerfed they got in the PFS style of playing, I really didn't give them a second thought. Now I feel like playing them and really giving them a shot and am wondering what would be the best way to play an Elf Wizard in PFS without being a bit underpowered compared to other casters in the party. ![]()
![]() Maybe this is a dumb question but I was wondering about Prehensile Tails for Tieflings. Quote: Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Could a Tiefling with that tail pick up a willing/helpless/unconcious person if they had a high enough strength score? I'm just wondering as it does say they could retrieve small stowed items on their person but not that they are limited to retrieving small objects or the limit to how heavy the object could be. ![]()
![]() Jackal Heritage
Since its a racial bonus to perception from the feat, does it not stack with the Keen Senses racial trait, +2 racial bonus perception, that Half-Elves and Elves get? ![]()
![]() Savage Barbarian: At 7th level, the savage barbarian gains a +1 natural armor bonus to AC when wearing no armor (shields are allowed). This bonus increases by +1 for every three levels beyond 7th.
Mad Dog: At 10th level, a mad dog gains damage reduction. At 13th level and every 3 barbarian levels thereafter, this damage reduction rises by 1, to a maximum of DR 4/— at 19th level. A mad dog's war beast gains the same damage reduction as the mad dog. So my question is that since Mad Dog does not in fact state "replaces" or "alters" like most archetypes in how or when you get it, does it mean that... 1) The barbarian at 7th level loses DR for Nat Armor, then at 10th level the barbarian [u]gains[/u] DR for himself and his companion.
As for why the question, I'm brewing up a new barbarian since my previous barbarian got one shotted by a crit. ![]()
![]() Just a quick question concerning this evolution: Damage Reduction (Su): An eidolon's body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The eidolon gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the eidolon. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. So it sounds pretty straight forward but does it:
Just wondering as I was contemplating making a Summoner. ![]()
![]() Tactical Monkey here.
Its very interesting with so many actually interesting and diverse choices and much exploration into each class and just so much flexibility from the looks of it. Now I'm wondering if my character idea is unacceptable. That idea being:
From a fluff standpoint the reasoning is in wanting to make an Ork like from the Warhammer 40k series that wants to use big guns that shoot-a-lot but he himself is not too accurate with them. Orc Attribute Bonuses/Penalties: +4 Str, -2 Charisma, -2 Intelligence, -2 Wisdom.
Attributes for whoever cares with point buy:
Level 20 End Goal: Orc Gunslinger 18 (Gun Tank)/Barbarian 2 (Titan Mauler) In case I was too confusing: Just wondering if Orc Gunslinger could be a playable choice in the Pathfinder Society. |