Feiya

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Pathfinder Lost Omens, Rulebook Subscriber. Organized Play Member. 1,863 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.



Silver Crusade

I have a level 8 alchemist currently running the Giantslayer AP. I have been doing a lot of research about how bombs work and I want to confirm that I am not overlooking something in how I read (or implement) the rules in regards to bombs.

Character: Level 8 ratfolk Alchemist (Grenadier)
Discoveries/Feats: Rapid shot, Fast Bombs

BAB +6/+1

Scenario: I have haste and elect to take a full round attack action. I get the following attacks (BAB without modifiers) +4/+4/+4/-1. I only have 12 bombs a day and I want to conserve my bombs. Therefore I would like to take +4/+4 with my longbow and +4/-1 with my bombs, so that I am not "wasting" a full round attack, nor am I burning through all of my bombs in 3 rounds of combat.

Rationale: Bombs are effected by "two weapon fighting" per Paizo FAQ. That means they must be considered a one handed weapon. Fast bombs allows for multiple bombs to be drawn, mixed, and thrown during a turn. When taking a full round attack, I can choose to use any weapon available to me, in any combination, during the iterative attacks.

How the turn looks mechanistically: Fire two shots with bow. Free action to release one hand from bow. Mix and throw two bombs. Free action to return hand to bow.

Is there anything I am missing? I have already explained my rationale to the GM, but I am hoping for more "concrete" support. Thanks!


Plunder and Peril Slides, Map of the WHOLE shackles

This will be the place for OOC questions and general discussion. Feel free to post your character builds and share with me what makes your character special!

Specifically, I would like to know:
1. Why are you adventuring?
2. What makes this character different from A. others of its race B. others of its profession C. other characters you have made before
3. Any specific rules/skills/abilities that a GM might want to know about in advance!


Plunder and Peril Slides, Map of the WHOLE shackles

Feel free to dot in when you are ready!


Plunder and Peril Slides, Map of the WHOLE shackles

Go ahead and dot in on the gameplay thread and check in with your characters.

A couple of things to note in advance:

#1: I want to have fun and I want you to have fun. If there is something I can do to make sure you are having fun, please let me know. I am always happy to receive feedback on GM/gameplay style and ways that I can improve.

#2: I have some travel time scheduled from Sept 6-17. Some of that time I will be unavailable, and some of that time I will be on "one post a day" mode. As such, I hope to play with a quicker pace earlier on in the scenario so that we have flexibility at the end. If you have any concerns with that plan, please let me know!

I am looking forward to it!


This will be part of Gameday VII, Session 1

Sign Up Here

Please take a look at my GM profile before signing up, to ensure that we are on the same page with expectations regarding pace of play. Thanks!

My recruitment works this way:
The table will be open for a minimum of 48 hours. After 48 hours if the table is full, seats are selected by lottery. If the table isn't full after 48 hours, it will convert to a "first come, first serve" table.

I also reserve 2 spots for new PBP (first 1-2 games on pbp), so please do not sign up for those spots if you are a PBP veteran. If more than 2 first time players sign up, the two spots will be lottery, and the remaining ones will be added to the main lottery with the others on the waiting list.


Plunder and Peril Slides, Map of the WHOLE shackles

Library of the Lion takes place in Oppara, the ornate capital city of Taldor, a former empire that has maintained the high culture of its imperial days despite it gradual decline in regional influence. The grand prince keeps control of his shrinking lands with the help of the Lion Blades, an elite and secretive organization of spies famed as masters of disguise. Oppara is well known for its cultural institutions such as its opera houses, lavish parties, and universities.

Silver Crusade

I am currently playing a Pathfinder Society Human Paladin who is about to make the all important jump from level 1 to level 2.

Stats:

Paladin (Diety- Irori) Level 1
18 Str, 14 Dex, 12 Con, 8 Wis, 8 Int, 15 Cha

Feats
1a- Combat Reflexes
1b- Power Attack

Weapons
Guisarme
Morningstart

Traits
Reactionary
Unscathed (+2 to all existing energy resistances)

I am pretty settled on going for a 1 level dip into Unchained Monk (Scaled Fist. Yay CHA) to gracefully handle the whole "threaten adjacent" aspect of reach builds. I also plan to make extensive use of a wand of "enlarge person". The biggest issue I am running into (as you might guess) is I am pretty Feat Starved and don't have access to Combat Expertise feat trees (trip...)

Hereis my default feat tree option:
1a- Fey Foundling (+2 per dice of magical healing)
1b- Combat Reflexes (Bonus Feat, Scaled Fist Monk)
1c- Power Attack (Bonus Feat, Human)
3- Pushing Assault (Move an opponent at 10' back to 15, to ensure AoO)
5- Exotic Weapon Prof, Fouchard
7- Lunge
9-???
11- Improved Crit

Variant #1, SF Monk, Irori Paladin:

1- UC Scaled Fist Monk/?- Irori Paladin

Pro: Additional CHA to AC (depending on GM, stacks with Scaled Fist Monk)
Pro: Scaling Unarmed Strike Damage
Pro: Ki Pool
Pro: Reduced/Removed reliance on armor (speed and check penalties specifically)
Con: AC stacking VERY GM dependent
Con: Personal Trial << Smite
Con: Divine Bond MUST go on unarmed strike, not the reach weapon

Variant #2, 1- SF + Sage Counselor/? Paladin TRIP:

Pro: Allows Combat Expertise despite low INT score (access to trip feats!)
Con: Loss of perception as a class skill
Con: Dramatically Changes Feat Architecture by
1. Making Fey Foundling MUCH harder to keep
2. Giving up the Fouchard as a primary weapon (guisarme would have to do)
3. Making me choosing between pushing assault/improved trip at 3
4. Choosing between greater trip/pushing assault at 5
5. Opening up a TON of other feats (Fury's Fall) that I don't have space for.

So there we have it. Do I keep a "traditional" reach build + tanking/healing? Or do I sell out for trip, but lose out on bonus to LOH, make myself more one dimensional as a player, and reduce dpr output?

I would love to hear your thoughts!