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![]() Hi all, I just want to confirm if I am interpreting this correctly, but I assume a paladin can do all of the following in one round: (1) lay on hands on his/her-self (swift action), (2) take a 5-foot step, and (3) make a full attack. Points
2-The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks. This came up under discussion in a recent game. Thanks in advance for your responses and clarification. ![]()
![]() Umbranus wrote:
Hmmm. It seems strange to me that it would take ~3.75 weeks to craft one 150gp arrow when compared to the Craft Wondrous Item feat. That feat allows you to craft a 2k item in two days. Anyway, thanks for your help. ![]()
![]() I am new using the downtime system and wanted to understand the calculations. How much time would it take to make these Slow Burn Arrows? I assume that the cost to buy of 150gp is 150gp per arrow.
Slow Burn Arrow
Benefit: On your turn, 1 round after impact, the burst of flame deals 1d6 points of fire damage to the target. Drawback: The extra weight of this arrowhead gives you a –1 penalty on attack rolls with the arrow. Source: Elves of Golarion ![]()
![]() Speaker for the Dead wrote:
Ah, that makes sense. Thanks to you both! ![]()
![]() The Shadowdancer's Hide in Plain Sight is a Supernatural ability. Per the CRB "Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description)." Hide in Plain Sight (Su)
A player in my game wants to use this in melee. I don't see why it would not be a standard action to use. ![]()
![]() Hi, I have a few GM questions for Curse of the Lady’s Light (Spoilers). Q1: The sentinels in area K10 are described as linked to Ashamintallu and she would be alerted to 'intruders'. If so, how would you run this since the party should not encounter her until the end battle? What alternatives could you think of besides just ignoring the alert? Q2: The module describes how some would handle encountering the PC as Sorshen clone (i.e. Grey Maidens), but what about Daefu or Gnaeus Gnaru? I imagine Daefu is 100% crazy and would just attack the non-clone PCs. I think Gnaeus might want to duel the individual party members to show off to the clone to prove he should still be Sorshen’s ‘champion’. How would you handle these? Q3: Would the Glass Golem attack any of the party if the PC as Sorshen clone is with them? Also, any ideas for hinting that the Sorshen clone could control the glass golem without being too obvious? ![]()
![]() Thanks, Sylirinight. I look into that, but what I'm really looking for is feat combinations for a level 3 (or 2) melee NPC. Maybe a trip build or a dirty fighter. I thought about crane wing style monk, but that would be tough to beat one on one. Bearlock, since you brought up story (and good ideas, thank you) I'll share a bit... We're playing Shattered Star book one. Without spoiling the plot (and we've gone a bit off-script anyway), the party got on the good side of a certain female crime gang by eliminating a bad management layer in the gang. The former second in command (an 'evil' NPC)got away and swore vengeance on the party. It was supposed to be an idle threat. But now, a couple members of the party are obsessed with finishing the job. So, I thought I would put a non-lethal combat in town (Magnimar) as a side quest toward their goal... rather than saying 'you walk into a bar' and 'Look! She's over there'. The gang the party has made an alliance with is a Czarni gang (I think of them more as Varisian gypies and not violent criminals). So, I want to reward the party (for not just trying to wipe out or kill the gang) by showing them that their new allies can be a valuable source of information. ![]()
![]() This would definitely be non-lethal. I was thinking that everyone would use non-lethal versions of their regular weapons (like a wooden greatsword wrapped in padding). There would be breaks in between the matches. Healing could be taken in between matches, but perhaps there would be a limited amount of healing such as x number of cure light potions plus x amount of good berries. That way if they finish the earlier matches easily they are in better shape for the later matches. I agree that the initial matches should be with the weaker opponents. The last fight could be with the contact the party is supposed to meet... beating him/her would not be required to move the plot forward. I'm just looking for some creative low level builds for the PC's... surprising, but not unbeatable. Perhaps something they would imitate in alternate PCs. ![]()
![]() I am thinking of making an encounter where the party has to meet a contact by participating in a fighting contest in town. It would be the party's main melee character competing one on one with other opponents. I'd like to come up with 3 interesting level 3 opponents to fight one after the other. I wanted each opponent to have a different fighting style (ie. monk, barabarian, some combat maneuver specialist, bard?, etc.), but still be beatable by the level 3 PC. I haven't picked up the NPC Codex yet. Any advice on fun solo combats? ![]()
![]() @Bearlock: I think his ranger idea is to have the two-weapon feats essentially without the pre-reqs. If he doesn't have to worry about pumping up Dex for TWF, he can focus on STR. @Charender: I have thought of inquisitor and suggested it to him. He's not very familiar with it. I thought my 'variant' cleric would be good for him. I hope it is balanced. Thanks for the advice. ![]()
![]() A player in my game wants to play a cleric who has the two weapon fighting skills of a ranger. The two weapon fighting and the relationship with his deity are integral to his back story. He is thinking to take alternating levels in cleric and ranger. My concern is he may end up not being happy with the result. He is not the best optimizer. I am thinking to offer him a custom cleric archetype very similar to the Crusader. He would get the two weapon combat feats of the ranger, but he would have 'diminished spellcasting' (like the crusader) and thus have to give up one domain and one spell slot per spell level. Do you think this is a good balanced alternate archetype for him?
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![]() phantom1592 wrote:
Phantom, the 'effective' point buy equivalent was somewhere between high-50s and mid-60s... rolled off screen... re-rolling 1's... ![]()
![]() Even a 25 point buy will be a drastic reduction in stat points. So, it might be enough. The party class balance is so-so: 2 rangers, 1 cleric-1/ranger-2, 1 cavalier. The fifth player may be a sorcerer or alchemist. Also, they are not the types to check every five feet for traps. So, there is a good opportunity for the game to have a good pace with the right difficulty balance. ![]()
![]() I took over running the Shattered Star AP. The previous GM was too generous with PC stat generation. He agrees with me. Adjusting the module for each encounter is getting tedious for me. So, I have decided to adjust their stats to a reasonable point buy. The party is experienced with 3.5, new to Pathfinder, and not overly cautious or tactical. I want the campaign to be thrilling enough for the PCs, but not too stressful for them. There are four player with possibly a fifth coming. For my part, I want to be able to play through the story without having to adjust the difficulty level up so often. I am going to adjust the PC stats to either 20 point buy or 25 point buy. My question is which point buy would be best 20 or 25? Any advice would be welcome. ![]()
![]() Wind Oracle with'Wings of Air' revelation: Wings of Air (Su): As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 60 feet with good maneuverability. At 10th level, your speed increases to 90 feet and your maneuverability increases to perfect. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation. ![]()
![]() I think I'll try the advanced simple template. That's pretty helpful. Thanks. The encounters were a little too easy without the tweaks. As for magic/gold... I suppose I could cut back on the treasure by say 25%? Perhaps that would do it. I don't want to have to re-price everything in the book. I'm not sure how they would take the re-rolling stats. I had suggested point-buy originally with the group (before I took over GM'ing, at the start of the campaign) but a couple of people balked at the idea. Perhaps if I explain the consequences (beefed up opponents, less gold rewards) they will be more receptive to re-setting stats. Thanks for all the input. ![]()
![]() I inherited the Shattered Star AP as our DM had to go out of town for a few months. He was 'very' generous with stat rolls and the PC have on average about a 60 point-buy. They have no dump stats and too many skill ranks. The Plan I'm thinking to run the AP almost 'as is' but to increase everything as follows: enemy AC's all +2, enemy to hit +2, enemy damage +2, all save DC's for PC's +3 harder, all PC skill checks +3 harder. Is that too much of an adjustment? too little? This approach seems like the simplest way for me to deal with the PC stat imbalance vs. the AP... I don't want to have to customize a perfectly well-designed AP. Does anyone have any alternate suggestions? The Party The party is 4-5 players: two rangers level 2, a ranger-1/cleric-1, a cavalier-2, and a sorcerer-2 (npc). The sorc is my character from before; I tend to keep him out of the combat, but have him help move the plot along with suggestions and knowledge checks. Fortunately, the party is all new to pathfinder. So, they are not too min/max at this point. ![]()
![]() mplindustries wrote:
+1, +1 ![]()
![]() Thanks, Xebeche. I think the handy haversack and scrolls/potions are a must. As for armor, I will use the air barrier revelation at 7th onward for my armor needs with a buckler and shield of faith spells. Also, I was thinking a metamagic rod (perhaps 'heighten') for SoD spells. As for skill boosts, the ioun stones look interesting. I am looking for something to boost flight or perhaps a ring of featherfall. Anyway thanks for the suggestions. ![]()
![]() I have a 6th level buffing/summoning wind oracle in PFS with about 15k gp to spend. The only equipment of note which he has at present is the charisma headband, +2 cloak of resistance, +1 mithril chain, and a few low level wands. My usual tactics are using invisibility and buffing or summoning (with augment summon). However, I have a 23 in my primary stat and the Eastern Mysteries (Qadira) trait. So, I can de-buff a bit (especially once/day) as well. I am thinking of getting a ring of revelation with the sidestep secret for a boost to AC and reflex saves. I am putting skill points into stealth, diplomacy, fly, UMD, and spellcraft. Any ideas on useful or interesting items to buy? ![]()
![]() Tanduril wrote:
For a little extra spell selection, you might want to look at the Unsanctioned Knowledge feat. The pre-req is (I believe) at 13 int, which it looks like you will have anyway. ![]()
![]() Fromper wrote:
Oracle of Flames... it has Sarenrae written all over it... ![]()
![]() Kalyth wrote:
If you were asking about the Evil Eye hex in particular... it was mentioned in a thread from July 2011 titled "WITCH CAN CAST EVIL EYE HEX MANY TIMES ON SINGLE TARGET?". In that thread, there is a link to an FAQ from Sean K Reynolds. From the FAQ:
Example: On round 1, you hex the target's AC. On round 2, you hex the target's attack rolls, so the target now has two evil eye hexes on it. On round 3, you hex the target's saving throws, so it now has three evil eye hexes on it. On round 4, you hex its AC again, resetting the duration of the AC-hex (which does not add an additional –2 penalty to its AC). The same thing would happen if two witches were using evil eye on the same target--as long as each evil eye hex applied a penalty to a different thing, they'd all apply. This doesn't violate the general rule for stacking penalties--each evil eye effect is basically a different source, even though they stem from the evil eye hex (the evil eye hex is much like 5 separate weak hexes under a common umbrella). In the same way that multiple castings of bestow curse on the same target should stack as long as they do different things (penalize Strength, penalize Dex, penalize attack rolls, take no action, and so on), multiple uses of the evil eye hex stack as long as they're targeting different game statistics. —Sean K Reynolds, 07/26/11 ![]()
![]() ZomB wrote:
Thanks, ZomB... great suggestions... I played my first game with the witch this week and Burning Hands came in handy. Also, I had not thought of buying a wand of mount. As for prehensile hair, that is definitely thematic... but then I also found it can be useful for range touch attacks, using wands... buffing allies, etc. ![]()
![]() Hi, I'm starting a human witch character for PFS play and wanted to get some advice on spells at low level. Thanks in advance for any suggestions. Specifically, I'm looking for input on not only spells known but also prepared. Note: I'm looking to be a de-buffer... starting Int at 18... then bumping up at 4th and 8th. Also... feat and hex progression would be...
Any advice on the spells to select for a fairly low level witch? Witch Levels 1,2
Witch Levels 3,4
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![]() Breakfast wrote:
That's very true about the flavor. I guess my rationale is that if you can use talk to animals all day or speak any language or stay disguised all day... there are more rp possibilities from that. Plus, for disguise you could disguise yourself to look less like a squishy. Breakfast wrote: /me looks up. It seems I have argued that everything is worse than everything, my work here is done. LOL ![]()
![]() Hi, I am looking for some advice on building a Witch for Pathfinder Society play. I am looking for a combination of Feats/Spells that would be fun and useful with a variety of party compositions and tactics. It's always interesting to hear from other people about their experiences regarding what works/doesn't work and what was fun/wasn't fun. I like the idea of making a de-buffer. I also think the Hexes add a lot of flavor. So my first thought is to take a number of Extra Hex feats. I'm also interested in SoD spells for occasional saving-the-day.
Race: Human
Feats/Hexes by Level:
Level 1 - Plenty of hexing right from the start
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![]() Xzaral wrote:
As mentioned, Oracles don't need a divine focus. However, the next time you're playing a cleric you could paint your holy symbol to the tips of your middle fingers and equip a light weapon and buckler. You never know when you might need to double-present your holy symbol. Feel free to demonstrate to your more inquisitive party members how that works. ![]()
![]() Zark wrote:
Hi Zark, thanks for asking I have not finalized, but I am looking at the following... PALADIN - Human
INQUISITOR - Human
Thanks for the suggestion of the Preacher archetype... I also thought that the inquisitor's solo tactics would go to waste with a ranged character. I'll probably create both these characters for PFS and alternate as needed. ![]()
![]() Zark wrote:
Hi Zark, My questions are for PathFinder Society play so... Traits? Yes, 2.
Thanks, all, for the great info so far... ![]()
![]() Nimon wrote:
Thanks, Nimon. As far as combat effectiveness, the Paladin has a much better BAB. So, against evil opponents (where the Paladin's smite applies), I wonder how a ranged inquisitor would be able to compete? ![]()
![]() Lythe Featherblade wrote:
The Wind Oracle can get the Invisibility revelation at level 3. One minute increments per level per day. Summoning Monsters does not count as an attack so Invisibility would not be broken by the summons. Invisibility would remain in tact even after the summoned creatures attack. I think Wind Oracle with Augment Summoning and a high stealth would be effective starting level 3. ![]()
![]() Hi all, I am trying to 'plan out' my feat chain for a human Inquisitor for Pathfinder Society who is melee-focused and favors a two-handed weapon. I have two feat chain choices below for which I am looking for critiques. But also, I would like to know if anyone else has any interesting feat chains to recommend for a melee-focused inquisitor. Thanks in advance for any suggestions/advice. Stats: Str 16, Dex 14, Con 10, Int 10, Wis 14, Chr 10 Human Favored Class (Inquisitor): Will opt for extra spell known at each level. Note: Due to BAB +1 restriction, cannot choose Weapon Focus before 3rd level and thus cannot choose Dazzling Display before 5th level. Choice 1 - Prioritize Build for Dazzling Display
Human -- Weapon Prof (Falchion)
Choice 2 - Build for Whirlwind Attack
Deity -- Weapon Proficiency (Glaive) <- From Shelyn
Team Work Feats
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![]() I am looking to see (through examples) if my interpretation on the Perception DC to (A) notice an invisible creature and (B) pinpoint an invisible creature. Per the srd under Perception...
Perception DCs:
Modifiers to Perception DC:
SCENARIO 1 - Caster is Invisible and Silent
Required rolls for
Results for creatures w/ equal opposing bonuses to stealth and perception:
SCENARIO 2 - Caster is Invisible but 'In Combat or Speaking'
Results for creatures w/ equal opposing bonuses to stealth and perception:
So...
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![]() Thanks for the feedback…
Here are some further thoughts on 1st and 2nd level spell choices… Apologies in advance for a long post... 1st Level Bless – Sounds like a ‘must have’ everyday useful spell. (Morale bonus... will stack w/ Prayer later on) Bane – Sounds like this would be very good at low levels. I think the usefulness could be extended w/ Heighten Spell. I think the penalties would stack w/ Prayer. Cause Fear – Debatable. As Selgard mentioned, the HD cap means it is not useful long-term and would have to be swapped out fairly early on. Command – A lot of people like this. I can see the benefit of setting up a round of attacks of opportunity for your melee team. I think Heighten Spell would help here as well. Probably not so useful if you take the Oracle’s Tongues curse. Protection from Evil, Obscuring Mist, Remove Fear, Shield of Faith – Is it perhaps better to get a wand of these? Regarding ‘Protection from Evil’, ‘Shield of Faith’ – Shield of Faith for when encountering non-evil dangers. Regarding ‘Obscuring Mist’ – I have never used this much. I have always thought that since it is centered on the caster that that is a big limitation on its usefulness. So, I am curious about how others have used it effectively. With Oracle, it might be especially useful for the Waves Mystery and, I believe, the Flame Mystery as well since both ‘Water Sight’ and ‘Gaze of Flames’ grant normal vision in ‘fog’. Divine Favor – It scales. Perhaps this is useful to take at level 6 for the +2 (+1 per 3 levels). Sanctuary – I have seen this used very effectively. I think with Heighten Spell it would be even better. Any thoughts? 2nd Level I like the following 2nd level spells: Hold Person, Resist Energy, Lesser Restoration, and Align Weapon, (from Calagnar’s list)… plus Remove Paralysis… plus the buff spells Bear’s Endurance, Bull’s Strength, Eagle’s Spendor. However, since it takes several levels to learn this many 2nd level spells, the question becomes one of priority. Hold Person – At 4th level (with extra point in the primary ability) the DC would be 10+4+2=16 Will save. Lesser Restoration, Remove Paralysis – Are these better as a wands? I agree w/ Irontruth that Lesser Restoration is critical at times. I just do not think you would need it every day. Resist Energy, Align Weapon – Wand or Known? Like Lesser Restoration and Remove Paralysis I do not think these would be needed every day. However, the increased duration would be situational useful if you are prepping for an assault. Bear’s Endurance, Bull’s Strength – Both good buffs. I think Bear’s Endurance would be useful to everyone, not just melee. Plus, melee might be more likely to have at least the +2 to strength item. Eagle’s Splendor – Useful for an Oracle. It is a good boost to the Oracle’s primary stat (and thus spell DC’s for Hold Person, etc.) until the 16k gp ‘headband’ is affordable. Who else in the party would have this memorized? Spiritual Weapon – I think this is not as good for Oracles as for Clerics. A big drawback for this spell for Oracles is that the BAB uses your Wisdom modifier instead of Charisma modifier (unless there is errata that changes this). Admonishing Ray – I think this would be useful starting level 7. At level 7, you would have 2 touch-attack rays of 4d6 non-lethal damage. It is not support/buffing, but it has utility and as quoted on the boards it is ‘almost a damage spell’. Silence – I think this would be good as a wand. It could be very interesting with fly plus invisibility. Regarding Summon Monsters… Is this generally less/more/as powerful than it was in 3.5? ![]()
![]() I’m looking for advice on spell selection for an Oracle. This character would be a general support/utility character. Details below. I’m looking for advice on picking the best everyday-use spells considering just the generic Oracle/Cleric spell list and not the spells gained from Oracle Mystery selection. I have taken a pass at spell selection for levels 1 thru 6 for this character. I would certainly appreciate advice and discussion on the merits of specific spells. RACE:
ABILITIES:
MYSTERY:
FEATS:
REVELATIONS:
SPELLS:
Oracle L3
Oracle L4
Oracle L5
Oracle L6
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