Outstanding. Iv'e been systematically reading through each class, hand-in-hand with a guide. ...So I have read a lot of the user generated guides. You have a great mix of advice with a side of 'jokes'. The addition of the weird rules (and how you rule it) is a valuable addition. My final Kudos is on the builds at the end. I was thinking to myself, that dragon build sounds cool, what what it looks like all put together. Most guides have 2-3 builds. You made all the builds! Including feat selection and skill selections at each level.
I thought this was a thread ranger vs rogue archers; not the validity of 1st, 2nd, and 3rd party. To the OP. I believe you will have more fun with the Ranger over the rogue. Rogue has a hard time hitting and with ranged attacks a hard time getting sneak attacks. Ranger will be getting more attacks at a better bonus. Ranger has a lot of skill points for near the versatility of the rogue.
It was mentioned above, but I want to reiterate: Druid with Monkey Domain. get extra skill points via human and intelligence. I believe there is also a human only feat that gives you another skill point (in addition to the HP for favored class). ranged ledgerdomain, bonus to sneaky stuff, familiar to aid another. its good stuff.
My personal favorites:
Honorable Mentions:
You have some tough choices ahead. Hard to pick just 14. I would love to know what you decide to go with.
First off, can they get flanking bonuses?
Second, weapons that threaten 5 ft. around the character, also threaten squares that are diagonal in relation to the fighter, two squares diagonal from the fighter counts as 15 ft. of movement, so where does the reach fighter threaten diagonally if at all? One square away is 5 ft which is to close, and two squares in that direction is considered 15 ft. which is to far.
Third, if I am fighting a large a large creature and I am standing adjacent to it with a reach weapon, if the square I threaten is one which he is occupying, since he takes up a 10 ft. square, but he is still adjacent to me can I attack him without moving?
Good luck. I LOVE the idea of the arcane trickster. I hate the mechanics of trying to play with one.
YMMV. I am part of a gaming group that has been playing weekly since 3.0 came out, so we tend toward 'effective' builds since we have been doing it for so long.
I haven't looked recently, but I remember trying to find the most cost effective constructs for mass production. Golems are SIGNIFICANTLY more expensive than ordinary constructs. Some people say "golem" but mean "construct". Clarify what your GM means. The Terra-cotta constructs are cost effective, but might be a little weak for CR. search through http://www.d20pfsrd.com/bestiary/monster-listings/constructs for the durability and cost you are looking for.
Great question. There has been a little bit of informal discussion at my table. It all hinges on whether you think when Wild Shaped with Wild armor - do you feel the armor at all? Good luck getting an official answer... To me Wild Armor, in essence, a glorified Bracers of Armor. It gives you an armor bonus (and potentially other mods too). I don't think it encumbers the Druid in any way (once Wild Shaped). Since there is no physical restriction one wouldn't take Armor Check penalties and would be entitled to the various Monk Class Features.
Magda Luckbender wrote:
I talked my gaming group into taking this. It has been a lot of fun. The best part is the bigger the party the better it works. Never again will we have the ability to skulk around like we do now...I am going to miss this in every future campaign. What's funny is that since person with the lowest modifier drives the group stealth check there will almost be a 'stealth arms race' to not be the lowest. In our party it went back and forth between the Barbarian and the Cleric cohort. If you can get them to commit to a feat and a skill point each level you will have a blast (some people may want to grab a trait to get it as a class skill).
Ciaran Barnes wrote:
Yes! That would totally work in my game.
They meet the casting requirements of the spell. Valid target, range, etc. Make Whole references the mending spell which states: All of the pieces of an object must be present for this spell to function. So you could make a case that because page(s) were specifically removed the spell doesn't work. I see 3 results - GM's call:
Bottom line is GM call. I like option 3.
Ruske Bell wrote: The winning condition is "You must wish the opponent dead" correct? How rule literal is this world you're in? I don't know you're gm, but thinking outside the box all you might have to do is say "I wish he was dead." Not cast it, just say it. I highly doubt it would be that easy though. Not that easy...but if the opponent were already dead...and somehow I were out of 9 level spells...I might be able to get away with it. Adept_Woodwright wrote: Does the opponent actually need to be dead in order for the Wish to stick? No, but they don't get a save if dead. It would be a will save, so while reliable in the the long run, I might not survive his initiative. prismaticsoul wrote: Assuming you get to go first, I think the best way to shut down a caster would be to Wish a small stone with Silence cast on it into their stomach. As mentioned by Adept_Woodwrigh that isn't going to work due to the 'rules of magic'. Adept_Woodwright wrote:
This seems like the opening salvo of choice.
mplindustries wrote:
Are Golems immune to the extra damage from a flaming weapon or Bane Weapon? I would say no. Also, with that magic immunity you are going to have a hard time teleporting one anyway.SiuoL wrote: The logic behind this is because spell is so powerful doesn't require to hit. So it's much easier to land a spell. That's what spell resistance for. As for weapon, because it requires a hit and there are many ways to avoid a hit, for spell resistance doesn't work for weapon. I think this is an excellent point that is hard to convey. While Dimensional Anchor (DA) does require a touch attack I get your point. There are 2 defenses to DA cast as spell: Touch Armor Class and Spell resistance. Touch AC is very easy to overcome. With the weapon you have to overcome normal AC. Much harder. I think there is a parity there. Continue to believe that no SR applies.
Adept_Woodwright wrote:
It is not a thing. Adept_Woodwright wrote: Can you counterspell in the buffing round? No. Can't interfere during spell-up period. Adept_Woodwright wrote:
Scroll use is legit. Mindblank defeats arcane sight and the like. Timestop prevents spellcraft of the spells while they are cast. In lieu of, or in addition to we were considering Prismatic sphere. Among other things it will stop the spellcraft-during-casting also. Also gives you a safe haven - at least briefly. Adept_Woodwright wrote:
Great ideas. I'm not sure the GM will let Spellbane fly as a spell that exists in the world.
notty235 wrote:
1. Ranged attacks 2. Good Saves3. Toughness, Favored Class bonus, Constitution My suggestion is a Dwarf
My suggested class is:
Alternate classes:
I don't think wishing the lava would work. GM would probably invoke the conjuration rules that require the material be summoned on something capable of supporting it. Looking at the Teleport Object I see 2 flaws. 1 is that it teleports objects away from you. And second, at caster level 21 it is only about 7 cubic-feet of lava = 2' cube. And, of course, as 20th level Gold Draconic Sorcerer is IMMUNE to fire.
Amrel wrote:
+1
Riuken wrote:
+1 You asked this on the rules forum...so per the rules. There is no rule the discusses that particular interaction. In my home game the monster and the spell would be made of the same stuff so there would be no will save or incorporeality because they are in 'phase'.
Cap. Darling wrote:
I agree - those are the the 3 best. Since you are taking the teleportation school I suggest the feat: Dimensional Agility so you can act after you slide.Cap. Darling wrote: I have Potent Magic which already puts me on the same playing field as someone with Spell Focus and Greater Spell Focus. Albeit it doesn't let me qualify for Spell Specialization or Varisian Tattoo, but I'm not "worse" than any caster with just those two feats. Spell Specialization doesn't help most "save or suck" spells as the caster level isn't much of a factor so you aren't missing anything there. Cap. Darling wrote: If I went the alternative route instead of a Familiar I could take the Bloodline exploit and I've already read it. It does grant me access to an Arcane Bond and I can cast only a 1st level Sorcerer spell but if I spend 1 Arcane Point I can cast a spell of any level known. 1 Arcane Point for a 5th or 6th level spell? I'll gladly take that. I would too.
Sorry I haven't been on for a while. A Lot of good advise. There were a lot of questions bout the duel rules:
The duel is adjudicated by the Goddess of Magic. So cheating is...perilous. Turns out I was wrong...the opponent (current Sorcerer-King) is Draconic (Gold) Bloodline. Someone mentioned using knowledge History, various divinations, and other means to do some leg work and that really paid off. Knowing that he is immune to fire is good to know. His previous tactics involved casting gate to get powerful outsiders on his side (Aeons). Unfortunately, harder to know what lower level spells may have changed since he has the resources of the country to pull on (in our campaign you can Wish (or Limited Wish for low level) a spell known swap. With Spell Turning and similar abilities single target spells become very dangerous; then with Rod of Absorption.
FrodoOf9Fingers wrote:
That cuts both ways.
no way around the duel. Our sorcerer is challenging the sorcerer king of a country. this is how leadership changes hands. You win they duel when you successfully wish your opponent dead...which is much easier when they are already dead. Both sorcerers start without any spells active. Magic items of all sorts are allowed. [Adept_Woodwright I don't know if this matches the rules in Ulitmate Magic] With the various buffs it seems unlikely that a single round is going to end the fight. In our campaign Casters expecting trouble often have Moment of Prescience up - ensuring they make their first serious save. Contingency is also likely to prolong the battle somewhat. I like the idea to wish yourself "first in initiative"
Avoron wrote:
1. boost initiative: Not much comes to mind here, but there is probably something that can be done. 2. Time Stop: Can do3. non-magical containment: Wall of stone does that - right? Can do. 4. create non-magical lava: I don't know any spells that do that. 5. Antimagic field: can do The sticking point is creating the lava that won't wink out of existence as soon as the anti-magic field in created.
If you were a 20th Level Sorcerer going up against another 20th level Sorcerer in a spell duel what would you plan to do? What notable spells would you want for buff?
Assumptions:
I have thought about a sneaky wizard before. So an arcanist isn't far off. One thing the wizard has going for it is the shared skill with the familiar. Until the ACG comes out we won't know if there is a way to get a familiar, but I see that as a key class feature. Personally I would drop acrobatics (between dimensional slide and other spells you shouldn't need it). I like to pick up UMD with an int item (won't be UMD'ing in an anti-magic field anyway). I am coming across this late...have you already made the character? How is it working?
This is not for PFS. Blakmane:
Blackbloodtroll:
Supervillan: I'm looking for a creative alternative to a Rogue PC...which sets the bar pretty low for combat effectiveness. ;-) Boon companion wouldn't do much since the Monkey domain grants a familiar instead of an animal companion.
I think at least 1 level of rogue is needed to expand the class skill list and trapfinding. Once you get the first rogue level, a second level get you evasion, BAB, and rogue talent. But on the other side straight class druid keeps caster level up...which is pretty much a necessity if you are going the summoning route. ...
We just finished a mythic campaign. Mythic really lives up to the name. The power jump granted by the first mythic tier is HUGE. Bigger than any single level in any class. The first mythic tier is so significant that you will overshadow the non-mythic PC's even considering a 1 level deficit. Especially if you choose your feat and path abilities carefully. For a class like the Magus that can take advantage of the best of both the martial and caster paths it can get crazy. I know this isn't what you wanted to hear, but if balance is critical at your table you shouldn't do this.
Mythic vital strike is all you need. Don't waste feats on rapid/many shot or cluster shot. If you go with vital strike then go musket
Back on topic. I have been thinking a lot about the Preferred Spell (Heighten Spell prerequisite) vs. Greater Spell Specialization (Spell Focus and Spell Specialization prerequisite). While we largely agree that Heighten Spell isn't the best there are some advantages: -After Spell Perfection one could heighten for free up to 9th level spell/save.
-Persistent Spell is available at level 5. versus 9. -Persistent Spells are still only a standard action to cast. Leaving you with a move action. Tactical movement is important in combat. Stay close to the Cleric, stay close to the other PC's you are buffing. Stay close to the martial's who will keep you from getting grappled and eaten. -Finally, Spell specialization loses a lot of its value at high level - so ultimately becomes a feat tax much like heighten. There are 2 sides to the story and there are plenty of reasons to go with the Gr. Spell Specialization. Happy Blasting
As mentioned above Wish, Time Stop, and Disjunction are all SOLID choices that none will question.. But...for a little twist: Shades. It says: This spell functions like shadow conjuration, except that it mimics conjuration spells of 8th level or lower." ...so you can cast heal. If you have a solid divine caster then maybe this isn't a bid deal. Conjuration has a lot going for it.
I tried to find a good way to take advantage of the Mountain Druid's ability to shapechange into a giant...But didn't' come up with anything compelling. I felt like the high performing feats that would get me to 12th level with wild shaping would lose a lot of punch once I was a humanoid again.
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Pathfinder Starfinder Society Subscriber
The map on page 8 has starting squares for the player characters, for (S) the Scourge, and two (Q) Torn Quartets. However, the default scaling is the Scourge, one Torn Quartet, and two Torn Trios (variant weak Torn Quartets). I'm guessing it used to be designed for two TQs (2× L13) and was redesigned for one TQ and two TTs (1× L13, 2× L12) without communicating with the person who annotated the map (or after the deadline for that had passed). Where would you start the three Torn Whatsits? Maybe have the stronger one in the NW, one weaker one in the NE, and the other weaker one SE of the player character, coming out of the alley south of the tree there, roughly in front of the door to the house?
Pathfinder Starfinder Society Subscriber
The scenario wrote: Each time the PCs experience the Newborn’s influence, they must attempt the save listed in the triggering event (DC 10 + half the creature’s level + the number of manifestations the creature has) or advance one stage. On a failure, a PC can spend Resolve Points equal to 1 + the number of manifestations they have to succeed instead. Each stage comes with two manifestations: a positive one (called a gift) and a negative one (called a stain). Just so I understand correctly: when calculating the "number of manifestations they have", you count both all gifts and all stains, right? So 2 gifts and 3 stains counts as 5 manifestations? The scenario wrote: Each stage’s gift is optional; if the PC refuses the gift, they gain a +1 bonus to further saving throws against the corruption. This bit makes me unsure, since if they resuse the gift, their DC for future saves is already 1 lower since they have 1 fewer manifestation than someone who had accepted it. So I'm not sure whether it really intended to count all manifestations, or just the stains. (I don't have the Adventure Path referred to to see how it handles such effects.)
Pathfinder Starfinder Society Subscriber
In several places, PCs can earn Preparation Points, and depending on how many they earn, there are various degrees of success. There is also an adjustment for 6 players, but it's confusing. For 4 or 5 players, the three degrees of success require 0, 1–2, and 3+ Preparation Points. For 6 players, the three degrees of success require 0, 1–3, and 5+ Preparation Points. What if a 6-player group obtains exactly 4 Preparation points? Should the medium degree or the highest degree of success be used? Or is this a failure? An adjustment of 1–4 and 5+ would make sense, as would one of 1–3 and 4+, but 1–3 and 5+ (leaving out 4) is confusing. (Is this a result of an original "5 players: 0, 1–3, 4+; 6 players: 0, 1–4, 5+" being shortened into just "6 players: 0, 1–3, 5+" which is neither flesh now fowl?)
Pathfinder Starfinder Society Subscriber
Section C "Holiday Hunt" has you hunting for arabuks after sunset in "extreme cold (Core Rulebook 400)". If you fail your skill check to find tracks or guess likely locations, you will need "over an hour" to find an arabuk. Core Rulebook 400 says that "Extreme cold (below –20° F) deals 1d6 lethal cold damage per minute (no saving throw)." Regular armor environmental protections are no help here, as those protect you only against cold "as low as –20° F" (i.e. up to severe cold but not extreme) and do "not protect against cold … damage from … environments that deal damage without allowing a Fortitude saving throw" (Core Rulebook p. 198f.) A thermal capacitor armor upgrade in your armor may or may not help: those allow you to "exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves" (CRB 207), but extreme cold deals damage without a Fortitude save so I'm not sure whether the armor upgrade would negate the damage entirely ("exist comfortably") or only apply the cold resistance 5. Also, thermal capacitors are at least level 5 items and characters in this scenario may be level 3. The party *do* have the ability to get a mk 1 thermal capacitor as a gift during the scenario but (a) that's only if they succeed at two skill-check tasks, (b) it's only 1 capacitor for up to 6 characters, (c) characters might not have an upgrade slot in their armor. This means that parties may be looking at over 60d6 lethal cold damage if they fail their skill checks, just to get to the arabuk (plus an unspecified amount of additional damage on their way back). (And Fortitude checks of DC up to 75 or take additional nonlethal cold damage.) Even if they are good at tracking and find the arabuk in 20 minutes, that's still 20d6 cold damage with no save allowed. This seems excessive so I must be missing something. How is this intended to be handled? Is the extreme cold only intended to be severe cold (–1° F to –19° F), perhaps? Then normal armor would protect against it completely and the cold environment would be reduced to mere flavour rather than a lethal hazard. Or is there an errata somewhere that I'm missing? Or is this to be read as written, perhaps as an advertisement for the thermal capacitor armor upgrade ("this item exists and sometimes your life may depend on having one")?
Pathfinder Starfinder Society Subscriber
The encounter scaling instructions for encounter B (khyyrent guards) are identical to those in encounter A8 (skeletal khyyrents) and reference skeletal khyyrents pulling themselves up out of the rubble. Is the effect ("staggered for the first round") intended to be the same for the khyyrent guards as for the skeletal ones, or something different? |