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![]() Hello everyone, I wanted to play an Earth Bender styled character so immediately my mind went to the Kineticist from the Playtest. At first I was going to use the Oread, but looking at them they look immediately like watered down Stone Child from Races of the Wild. So when I was reading the Stone Child from the above mentioned book I found them to be really cool. Well their CR is 3 and they have 2 RHD.
Now their Monster Class runs 6 levels, and has a +4 LA on top of 2 RHD. This is a gestalt game and I was going to have the Stone Child on one side and the Terrakineticists on the other side. So should I use the full 6 level monster class and then employ LA buy off? Or does the CR 3 idea work better? I am curious if anyone has played a Earth focused Kineticist before?
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![]() Funny enough I didn't know this trilogy had a name. These were the first 3 mods I ran as a DM in PF. In fact we have reused them after that leading to original content. Now to point:
If they need money or loot for this, have them fine some gold bobbles and trinkets that can be sold for money when they leave. I believe I had a golden statue of a monkey, which was actually a monkey familiar who had been caught in the molten gold as it was cooling and it made a monkey statue which I said was worth a pretty penny if not a bit heavy. ![]()
![]() Ok so I was going to play a character in an upcoming game to chrisen our new Gaming Table. Its going to be a Gestalt game because we only have three players and we are likely going to be running Rise of the Ruin Lords AP or Possibly Curse of the Crimson Throne if not a completely original content. So I wanted to look into playing a Slayer//Investigator.
I don't know much about how to best blend the two, but I heard they would work well together.
Investigator is very INT focused. The Studied Target and Studied Combat stack if you get Quick Study Talent (One would then use Swift and one Move actions.) But what race is best? What feats compliment this the best? ![]()
![]() boring7 wrote:
To be fair vampires are not hurt by rain just when submerged in it. Real world myths say it must be running water. So a pond does not count. ![]()
![]() boring7 wrote:
I played a drow noble pistolero mysterious stranger before errata on pistolero. Granted i did survive a near tpk untouched but that was because the pixie oracle exploded an orc with black powder...then again that was due to me being away from the detonation area.I have also dmed for drow noble they take consideration but hardly enough to fret this much. ![]()
![]() Hmm i was told in anothrr thread that elves who turn evil become drow as in transform. Just fluff him as a elf who went evil and then is on his path to redemption and hopefully a way back to normal elfdom. The bonuses could be handwaved as your elven bloodline is particularly powerful and gained the sla via transformation. ![]()
![]() Personally i would make it a monstrous humanoid (3 rp) and advanced ability scores with the +2 all to physical and +4 to wis but a -2cha. Add slow as a weakness and according to some myths light sensitivity as an additional weakness. Fits the myths a bit better. Edit: i would likely also add the 4 rp for a +2str to make a total of +4 str and wis;+2dex and con so wise and strong. ![]()
![]() Ok so this is not actually for PFS but I do wanna use its rules as a restriction on what I can or cannot do. Races open are all open to PFS without a boon
Starting level is 5. I want a character who goes against his races normal sterotype (No this is not special snowflake status) I want a character who is not easily defined as *Insert Race here* The character will be CN dipping CG and CE when the need arises. As for a class I want a class that can handle virtually any situation well, does not have to be the best at every situation but a good grasp on virtually every situation that might come up. Strongly leaning on a Bard, if someone can make an Uber Bard within the restrictions of PFS I would love to see it. ![]()
![]() I am not saying that the Drow Noble is not powerful it is in fact vastly powerful. But I was not really talking about the whole well mechanically its stronger aspect. Why do people freak if you mention playing a Drow and especially a drow noble? People seem to outright act like the sky is going to fall if you play one. Honestly some of the people on here are talking like if you started at level 20 ECL that a Drow would still be far too powerful let alone a Drow Noble. Honestly Drow is an interesting race because I like playing against the grain myself. Like a Scholarly Centaur (Chiron style) or a Chaotic Neutral Drow who doesn't automatically wanna enslave the universe. Being handcuffed to a style of personality based off race is well.. Racist to be honest. Humans can run the gambit from good and wholesome to utterly evil. Yet everyone says Drow are wholesale evil or else they are killed. Well what if one survived an attempt as assassination. A discarded newborn thought to be left to the spiders being found and taken away to be raised as a Drow who hates other drows or just hates evil in general due to a personal vendetta. Not a good motivation but hating evil is common. Yes I know about Drizzt but only in name and reputation I have never read the canon sources about him. So he plays no part in my thought process on a good or neutral aligned Drow. Yes Drow Noble is powerful, and is said to be a CR 1, so at level 5 you would be CR 1/Class 4 to get your ECL. This is what is suggested by one of the dev team. And yes I tend to Gestalt Classes if I am allowing in powerful players, they start with perks.. and face a daunting drawback due to it. At Will Levitate is sweet, but not impossible to overcome. At Will Deeper Darkness is awesome but lots of races have or can trade racial traits for Dark Vision and if done in an improper place it hinders the drow as much. Their ability scores are powerful yes, but having a hit to con is painful meaning it loses more health, and with an empty CR this means they are even more fragile then a normal elf. ![]()
![]() Why Drow Noble. What common Drow would have the will to resist indoctrination into the evil lifestyles of the Drow community. Also sure the lanterns might come but there is items of slter self diguise and so forth. Also if you do get the party to trust you then they will back you up. And again can not have it both ways either people know of the Drow and what they are. Or thry dont know and will be suspicious but more likely to give you benefit of the doubt. ![]()
![]() Lemmy wrote:
Deeper Darkness is a Hassle to cast, if done in Dim lighting then it blinds even the Drow who is using it. Sure it can be handy for escape but hardly combative. And there are plenty of monsters with Darkvision to reduces its prowess in combat later on. Also Sunlight Weakness is a pain in the butt requiring a pretty expensive item (Especially if you do not allow Rare Cantrips) ![]()
![]() Title pretty much sums up my question. Why do people freak out when you mention Drow Noble. People mention in a lot of threads their Spell-Like Abilities, but you can gain them through feats. Their Stat adjust is not all that powerful unless you got dang lucky on a roll or are using an insanely high Point Buy. And to be honest I have both played as a Drow Noble (Gunslinger Pistolero/Mysterious Stranger before Errata) and while I did very good damage I didn't OP the game and make everyone else useless. And I have played DM to a Drow Noble Ranger and a Drow Noble Rogue in the same game. They where a little difficult to adjust to at first but quickly fell into line. (Pretty new at the DM thing when this happened) Humans get a free bonus feat, which they can take to start lines of feats far earlier then the rest of the party. If one argument that is common is true, Feats are a precious resource. You can spend class level feats to gain racial aspects via race feats, and magical items boost ability scores but being able to throw on that second or third feat at level 1 seems pretty darn powerful. So why does no one say Humans are OP? I feel like quoting Joker from The Dark Knight movie but I would butcher the lines, but he mentions it pretty well about if things go according to plan no one freaks out, but the moment you throw a little chaos in, a little thing that was not expected or known people freak out. I feel this applies to this. We all know Humans, they are common and we have all played or seen them played so they don't freak us out. But Drows for a long time where a monster race pure and simple, now we have the CR 1/3 (Same as humans btw) Drow and even then I hear people complaining about how powerful they are. Now throw in their CR 1 Big Brother the Noble Drow and all heck breaks loose. So why is that?
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![]() Please do note we commonly play with Drow Nobles and well they dont OP the game either. I was curious about how powerful it would make a character who did roll poorly or otherwise for the lose of a level, especiallt early in the game (level 3-5) But I was curious about the guard and npc question. Because I was gonna throw it onto the Kingsguard in my next campaign and perhaps a few famous bandit groups (Think evil version of Robin Hoods Merry Men) ![]()
![]() Ok so if I were to add the Advanced Template onto the local city guards this gives then a +4 to all ability scores and a +2 Natural armor (So potentially a +4 to their AC due to Dex and NA. Now is that too much? I am curious because often times it really comes down to the NPCs having fairly average rolls I mean if a guard has an 19 str as opposed to 15 he is going to be doing a bit more damage each round, as well as hitting more often. Now say I put that on a player character, would this make the player far too powerful?
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![]() Magus does not grant full BAB, a d8 Hd dice which I already get, and poor Reflex saves.
Artisan is basically the Artificer from 3.5. So using classes that don't let him use his wands and scrolls he makes hinders that class. But the ideas are interesting but right not not quite what I am looking for. Any other ideas? I get magic from Artisan. ![]()
![]() Ok so one half will be Artisan
I considered Brawler for the other good saves, and a decent HD but Brawler really does not benefit from magical weapons or armor.
Any advice? ![]()
![]() This is the Centaur from the SRD, but also the ARG example.
Ability Score Racial Traits: Flexible +2 Str, +2 Wis) (2 RP)
Natural Armor: Centaurs have tough skin, granting them a +2 natural armor bonus.
Fast (+10 feet) (1 RP)
Darkvision: Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.
Quadruped Centaurs have four legs (2 RP.) Now there are a few messed up RP points here. Monstrous Humanoid should be 3 RP
So 30 RP total.
Here is my try to build this race
In this my Dex is +2 total (As the other +2 and -2 negates themselves) But I do get a +4 Str and +4 Wis total. ![]()
![]() I was considering a Bard//Bloodrager seemed good
Tag on the awesome sauce of the bard and you are virtually unkillable. ![]()
![]() After having a look at Two-Weapon fighting the rules it does say if you wield a second weapon in your off hand. Well.. Second as opposed to what? I could say all my weapons in my off hands are second weapons first being in the primary hand and all the others being second because well I can go from primary to that off hand in the count. However of course this does grant an extra attack, specifically says so. So when Multi-Weapon Fighting replaces the normal Two-Weapon Fighting rules it implies it adds more then just the two armed limit. As for the blessings, I do agree, and that is why I was choosing Pummeling Style and Charge for DR penetration. I am curious. you mentioned three reasons why you wouldn't allow this race into your game. Can you be specific? ![]()
![]() So you are saying Paizo created a feat that does absolutely nothing at all. That lowers a penalty on something you cannot do according to your interpretation of what it says? Yet if an Eidolon has multiple arms with hands attached it can in fact make as many attacks as it has arms. That is as absurd as having a feat like the following
This example is as absurd a rule as you seem to think is in play here. Why have a feat when it does absolutely NOTHING. Now either the fact that the Prereq on Multi-Weapon Fighting of Three or more arms means you are using beyond the normal standard two arm attack rules. It replaces Two-Weapon Fighting for those with more then two arms, again why would this need to exist if there were not more rules then for two arms? Why have a feat that does the exact same thing as a feat that it is replacing and has a prereq that is impossible for a standard two armed race to use? And btw yes if you have a sword in one hand you can in fact attack with your off-hand it would do an unarmed strike damage of 1d3 non lethal and suffer the penalties involved. Two-Weapon Fighting does not grant you the ability to fight with two weapons it makes it easier. Anyone can do this from a lvl 1 commoner to a lvl 20 Fighter and all those other builds too. Having an off-hand does grant an attack ![]()
![]() Elemental I read that thread, I know your opinion. I believe you are wrong. Mostly because of the flawed logic of "It lowers the penalty on attacks you can't make" As such please do not bring it up in this build advice threat. And having four attacks because you have four arms is not a Gazillion attacks. Just because you believe that a being with a hundred arms can only attack twice a turn doesn't really hold any water here. ![]()
![]() Kasatha specifically call out one Primary and Three Offhands. Multi-weapon fighting reduces the penalties for using more then 1 arm to hit (And requires three or more arms.) which is proof they get it. Because as we know Specific beats General and of course the three arm or more rules are specific rules for outside the norm. ![]()
![]() Okso I need advice for a Synth Summoner for todays game. One of my party mates has just joined the game and while having worked a double shift has had no time to build themselves a character. I got a few bits of intel for the race and stats though.
What he wants is a character who is good at being the party face when he needs to but, but also to transform and throw down with the best fighters in the field. He is particularly fond of Venom and Spawn style of combat, using tendrils and other forms of attacks that have reach. But he wants to maintain magical attack or control prowess. ![]()
![]() Reckless wrote:
I disagree, the As If implies you get the benefits of the heavy shield as if carrying one, but you are not actually carrying one. Which is what the class feature calls for. Since they are not actually using a shield, just gaining the benefits of it. ![]()
![]() voska66 wrote:
Where did you get that? It says it prevents you from dieing not that you regrow after death. So like if someone stabs me while I am down at below 0 HP I don't die because regeneration keeps healing me unless they use Acid or Fire damage in that blow. As far as not stacking I don't know if they do or not. They are different abilities and different names, just similar effects. ![]()
![]() Ok so I am curious, how would Regeneration and Fast Healing work together? Say I had Regeneration 1 and Fast Healing 1. I would heal 2 points of damage each round right? Regeneration (Ex)
Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have the regeneration ability. Format: regeneration 5 (fire, acid); Location: hp. Fast Healing (Ex)
Format: fast healing 5; Location: hp. What is the difference in the two? In 3.5 Regeneration treated all damage not of the Fire or Acid type to be nonlethal but it doesn't seem that is true in Pathfinder, so how are they different? ![]()
![]() Well I was surprised to find out there was no Swashbuckler styled Archetype for the Bard. I love the Deeds the Swashbuckler has because lets face it unless your bard is a hardcore buffer only it works really well for the dashing swordslinger of a Bard. I considered using the following for an Archetype Panache (As Kata Master*) replaces Bardic Knowledge
Replace the performances Countersong, Distraction, and Inspire Competence for the Kip Up, Precise Strike, Targetted Strike, and Subtle Blade (At the proper levels of course) Frightening Tune is replaced with Perfect Thrust deed
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