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![]() MrSin wrote:
Ranks in Profession (Commander) won't get you any skills. Officer's don't know how to do anything without their enlisted. Their useless. lol ![]()
![]() Zahir ibn Mahmoud ibn Jothan wrote:
So quick question to understand this. Do the splat books trump the CRB? If I am a PFS player, and all I have is the CRB, there isn't anything in the CRB to prevent worshiping two dieties in this manner: alignment restrictions within tolorance. What if it's a combo between Erastil, Iomedae, or Torag of some sort, all LG. ![]()
![]() Trying to get some feedback on feat/trait selection for PFS character. I'm going for the beast caster type, so trying to melee with some touch spells being cast for attacks. What are some good traits? What are some good feats? Is cross Blooded worth it? Is Eldridge Heritage worth it? Build: Demon-Spawn Tiefling Paladin 4/ Sorcerer 1/Dragon Disciple XX
DragonFiend of Vengeance Paladin Oaths of Vengeance, Wyrms, Fiends NOTE: Taking the Oaths for Flavor only, cannot take them functionally by RAW Possible Sacred Servant of Sarenrae w/ Sun (Light sub) Domain NOTE: I picked this deity mostly out of her domain of redemption and went w/ the Sacred Servant as she is my savior. Trying to go with Sun (Light) mostly for Faerie Fire Spell. Sorcerer (Green or Black) Dragon Blood Line NOTE: While I am aware that area effects are better than lines, I think the black's CE alignment meshes well with the Demon's CE and the character polarized rebellion. Eldridge Heritage (Arcane) after bonus DD Feat? Not sure if it's worth picking up. STR 15 +2 17
Skills:
Abilities:
Draconic Bonus Feats: Blind-Fight , Great Fortitude , Improved Initiative , Power Attack , Quicken Spell , Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness . ![]()
![]() There's an alchemist hybridization funnel that lets you combine mundane alchemical liquids. So alc fire and acid. Then you can apply it to your weapon ala grenedier for another d6 or so. The other alchemists guide has the skinny on some other very useful items that let you combine extracts too. He made a great guide. ![]()
![]() What about something like this? Slip the Jab: The brawler can ignore the first 5ft of reach for the purposes of AoOs. Or something like this. This way he'll be able to get up into the fray with some more ease and the start pounding faces. I'm thinking about how Joe Fraiser was good at this. He was a brawler in the ring. ![]()
![]() What about this? Instead of ignoring DR for 1/2 his lever, reduce opponents DR by 1/2 level. For instance, enemy with DR5/silver, to a 4th level brawler its DR3/silver. Not sure how functional the 1/2 level progression is, but you get the idea. I do think they should simply change the themantic wording to brawler strike. As for weapons, as a Brawler, they arent going to do just unarmed combat. I picture a brawler using anything in a fight from beer bottles to throwing tables to unarmed combat. Brawl to me basically means fighting in chaos and using anything to win. ![]()
![]() Why not just state you want to use your reroll, put the shirt on overtop of what you have, roll away, then take it off. Does it specify the shirt has to be worn the entire session by RAW? If a GM told me I couldn't use my reroll because I wasn't wearin my shirt, I'd just put it on right then and there. Adapt, overcome, problem solve. ![]()
![]() Fromper wrote:
Awesome! Thankyou sir. ![]()
![]() @ Joesi: Good catch I missed Infusion ability and sorry for the confusing language. I'm a bit of a scatter brain. I happen to like the Preserving Flasks a little more for two reasons. You should be able to use the Admixture Vial to double them up and in my PFS experience there is often downtime in between missions or days of travel to and from missions allowing you to prepare. There is time to plan infusion combos ahead of schedule. Now after following the above discussion as best I can, it's easily stated that one should have both to maximize their versatility. The combo consists of
Move action would be drinking a potion via the Accelerated Drinker trait. Swift Action would be the Sipping Jacket filled with an Admixtured Infusion from a Preserving Flasks. This does run with the assumption of the Infusion acting as a potion in this instance. ![]()
![]() Espy Kismet wrote:
What is the feat that gives you summon monster? Can an Alchemist take Spell Focus Conjuration and work up the summoning chains? Do metamagic feats work with extracts? What other good summoning feats or items could be used to combine with this? I think the admixture vial would be cool to double summons up to 3rd level. I do think one of the best parts is that with infusion, you can give it to all of your allies. ![]()
![]() Nice combo here for a single round of buffing. Requirements: 3 Melee Attacks
Poisoner's gloves and Touch Injection Extract allow you to deliver Infusions via touch to either yourself, or another party member. They can be filled one/day. Sipping Jacket allows Infusion usage on yourself as a swift and can also be filled 1/day. Combine these and fill them with Preserving Flasks filled with Infusions combined via Admixture Vials. The result is 1 round of significant buffing for you or a teammate. The caveats are the extracts in the flask need to be of the same level, the Admixture vial requires 3rd level or lower, and the sipping jacket further requires either Instantaneous or Round based duration. Poisoner's gloves = 4 Buffs transferable to an ally or yourself via melee
This is to say that you can't just free action touch yourself instead of making attacks and then use your standard to throw a bomb. I would feel guilty for doing that though. @ N. Jolly: I saw you think the boro beads might be a little better than that preserving flasks. I think I'm on the other side of that. I like the flasks. You asked for my build earlier but I don't really have one. Snoodle is a 4th level PFS Gnome Grenadier that I thought was going to be an AOE Bomber but I'm kind of taking the buffing tract, even though its expensive. I'm kind of just making it up along the way and having a ton of fun too. I think the admixture vial preserving flask combo is awesome. So lemme know what you think and as always, lemme know if you also think the combo works or can make it any better. Snoodle McDoodle says "Remember students, a intelligent alchemist is a prepared alchemist"
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![]() Nice combo here for a single round of buffing. [u]Requirements:[/u] 3 Melee Attacks
Poisoner's gloves and Touch Injection Extract allow you to deliver Infusions via touch to either yourself, or another party member. They can be filled one/day. Sipping Jacket allows Infusion usage on yourself as a swift and can also be filled 1/day. Combine these and fill them with Preserving Flasks filled with Infusions combined via Admixture Vials. The result is 1 round of significant buffing for you or a teammate. The caveats are the extracts in the flask need to be of the same level, the Admixture vial requires 3rd level or lower, and the sipping jacket further requires either Instantaneous or Round based duration. Poisoner's gloves = 4 Buffs transferable to an ally or yourself via melee
This is to say that you can't just free action touch yourself instead of making attacks and then use your standard to throw a bomb. I would feel guilty for doing that though. @ N. Jolly: I saw you think the boro beads might be a little better than that preserving flasks. I think I'm on the other side of that. I like the flasks. You asked for my build earlier but I don't really have one. Snoodle is a 4th level PFS Gnome Grenadier that I thought was going to be an AOE Bomber but I'm kind of taking the buffing tract, even though its expensive. I'm kind of just making it up along the way and having a ton of fun too. I think the admixture vial preserving flask combo is awesome. So lemme know what you think and as always, lemme know if you also think the combo works or can make it any better. Snoodle McDoodle says "Remember students, a intelligent alchemist is a prepared alchemist"
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![]() This is a good question. My alchemist uses hybridized alchemical weapons with explosive missile discovery routinely. I am unsure what the Int damage is. What if I have 3 damage types; cold, acid, and fire from bomb damage? I would like to think its proportional, but that's now RAW and it's really messy. @ OP, have the player look into Targeted Bomb Admixture. That's a good one for double int. ![]()
![]() N. Jolly wrote:
Snoodle McDoodle uses this combo all the time with Targeted Bomb Admixture for double Int. 1/rd hit for 1d6 Acid, 1d6 Alc Fire, xd6 bomb damage with immolation bomb I think is a combo I want to try on a caster. I'm thinking that will take out there casting ability for he fight. ![]()
![]() @ neferas: Hadn't checked on the availability of the tangleshot arrows for PFS. Also found the dye arrows that are touch attack and not PFS legal. Sadness I tell you. Sadness Another use for alchemical weapon is to give the away. It lasts for a minute and doesn't say who has to fire it. Your Ranger Archer might like having a hybridized acid/alchemists fire that adds you INT damage on it. A seperate possibility is to have true strike as one of the extracts in your sipping jacket. Although this particular extract being used might need GM permission as its duration is special and not rds or instant. ![]()
![]() I saw the tangle shot ammunition on the weapons list. This effectively increases your touch attack range to 55ft at the loss of arrow damage. I see no reason why bombs wouldn't stack on it either. That great for early levels. Snoodle McDoodle, my Alchemist, just got Explosive Missle at 4th. I ussually start combat with a Hybridized Alchemical Weapon Explosive Missle. Now with the tangle arrow it'll,be touch and as soon as I get a sipping shirt it'll be double INT from Admixture as a swift. Snoodle like to make things go BOOM! Edit: Oh yeah and if you wanna throw bombs underwater, underwater crossbow. Situational but you never know. ![]()
![]() Very good guide. Quick side coding question. I like the spoilers. They help find what I'm looking for, but is there a code enabling closure of the tab from the bottom when it's open? This would help scrolling through. So here is my recent and lovable Snoodle McDoodle's shopping wishlist Sipping Jacket for 5K:
Absorbent fibers line this heavy canvas coat.
Once per day as a standard action, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat as a swift action to consume the potion. If the potion’s duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion’s benefits for 1 round, repeating as desired each round until the potion’s entire duration has been used. These rounds do not need to be consecutive. The coat absorbs only potions with instantaneous or round-based durations, and only those which affect creatures (for example, it does not work on oils). Once the coat absorbs a potion, the potion cannot be retrieved from it, only used as described above. The absorbed potion loses its powers after 24 hours, even if unused. For someone trying to rapidly buff themselves in an unexpected combat this has some action economy. Poisoner's Gloves for 5k:
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat.
Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee touch attack or as part of an unarmed strike or natural attack with the hands (such as a claw or slam attack). The wearer can use both gloves in the same round using two-weapon fighting or multiple natural attacks (such as 2 slams or 2 claws). Each glove can be used once per day. Filling a glove is a full-round action that provokes attacks of opportunity. Another action economy item is you're buffing someone else or if your buffing yourself. I'll take the TWF penalty to melee touch attack myself to give myself an infusion. Admixture Vial for 5k:
Once per day, an alchemist can use this simple-looking glass vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower. Extracts combined with an admixture vial cannot be combined again using this item or the combine extracts discovery. Already stated that this is awesome Boro Beads for Price of PoP:
This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or non-magical alchemical material such as antitoxin. Nice! Pearls of Power. Preserving Flasks for price of PoP:
This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask.
Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens. Let's combine this with the Admixture Vial. While its limited to keeping the extracts to the same level, I think you can still come up with some useful combos. Formula Alembic for 200:
This magically-augmented alchemical device distills a potion or alchemist extract into the knowledge needed to create its formula. By gently heating a potion or extract in the alembic for 1 hour, the device creates a few drops of magical liquid. If consumed by an alchemist, this liquid gives him knowledge of the potion's or extract's formula, as if it were an extract he recorded in his formula book. This knowledge lasts for 24 hours. He may scribe this formula in his formula book in the normal fashion.
Using the alembic does not harm the potion, but the process makes it nearly boiling hot (it cools normally). The alembic can only distill the knowledge of formulas on the alchemist extract list (for example, it cannot turn a potion of a cleric-only spell into something an alchemist can learn). Cheap way to add to your formula book. Hybridization Funnel for 200:
This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect. A mixture cannot be combined with another mixture. Makes a great combo with Grenadier's Alchemical Weapon & Explosive Missile Discovery. Additionally, this could be combined with Arcane Strike, which I figured out after reading your awesome guide. It's a one good hit when combined with the right infusion can be even better. It's also almost an auto success with how quickly the Alchemist's Craft skill goes up. Edit: Grammar Fixes ![]()
![]() Do raw materials for crafting count as merchandise for the 5% discount for the Artisan's Shop Vanity? By the definition of merchandise, I would say yes, but I'm unsure of what the game definition of merchandise would be. Side Question on another Vanity. Is there a good thread on the Master of Trade Vanity and how best to utilize it. I'm about to pick that one up too. ![]()
![]() Not being able to bring my companion with me is one of my concerns. You can bring a large long companion with you most places but a gargantuan is a little more of a situation. Especially if its something that can't climb or fly, I can see the dilemmas there. Mammoth rider is a full BAB with d12HD so not having your companion there isn't debilitating. But a full companion with the right feats can be much more flexible. It's still early and I j e time, I just want to make sure I plan appropriately. Also, I have only read about playing high in PFS but haven't actually done it. So I'm still a little green in this area. ![]()
![]() I'm trying to figure out the path for my character. My main questions are... 1) Which path would seem to be the most fun? 2) Which path would be the most viable? 3) Are there any other path possibilities that might be more fun/viable? Here is my current Build Lance Corp Clyde:
Half-Orc Beastmaster
STR-21, DEX-14, CON-12, INT-14, WIS-12, CHA-7 1st Ranger: Whip Focus, Favored Enemy Humans
Path 1: Trip & Disarm or Trip & Wrap
I'll be using the whips to disable whomever I can by as many means as I can. It is fun tripping almost everyone you come across but I know CMDs get harder as you go up. The other option with this is take one more level in Lore Ward getting the additional +2 CMB to everything. Path 2: Mastodon's best friend
Path 3: Mega Mastodon's path of STOMPY STOMPYness!
Thematically I think this is simply awesome. Tripping people and when having a gargantuan mammoth trample them. Um sorry, didn't see you on the ground there. Any thoughts would me super appreciated. ![]()
![]() Anyone post about Versatile Weapon Spell? Bard 2, Rng 2, Sorc 3. Range: Close You transform the physical makeup of a weapon as you desire. This spell functions like greater magic weapon , except that it subtly alters the physical properties of a weapon, enabling it to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or slashing. The affected weapon still inflicts damage of its normal type and its hardness and hit points are unchanged. This spell can be cast on a natural weapon or unarmed strike. Might be able to pick up a scroll and have someone cast it on you in the mean time. ![]()
![]() Is there a master list of titles for all of the modules from each season. I messed up and got locked into replaying a module I already played for no credit. It was Scenario 14: Many Fortunes of Grandmaster Torch which I had on my list as 1 level module and not zero. A master list, if there is one, would allow me to cross check my mods and assign them appropriately. Thank you. ![]()
![]() graystone wrote:
I've been playing that wrong for awhile. Thanks for the link. ![]()
![]() Pupsocket wrote:
It's in the table. Prepare to throw splash weapon is a full round rd action. Huh, Sorry for the double post. Phone problems. ![]()
![]() I think PBS should only apply once, due to it being a single attack role. Similarly, Alchemists bonus INT from Throw Anything should only apply once due to the single splash weapon. Previously I had a question about Grenadier's Alchemical Weapon (move action applied to weapon) w/ hybridization funnel so two alchemical products are applied & Explosive Missle Discovery (applies bomb to weapon and fires as standard action). My oridinal thinking was 3x INT damage with this but the consensus turned out to be single INT due to one attack and one total effect on the enemy. BTW, Extract Targeted Bomb Admixture would add 2x INT w/ no splash, which Alchemical Weapon takes away anyways. ![]()
![]() Lance Corp Clyde
Racial Beastmaster Trait gives Whip & Nets as Martial Weapon.
1st Level Feat Weapon Focus Whip
Notes: My original idea was to make one of those dual weilding whip guys from the movie "The Rundown." Dex was going to be too feat taxing as Whip Master Chain is intense with feat requirements anyways. So this is Clyde so far. Once I hit 5th, every humanoid is tripped and hasn't been able to get up to me with a charge yet. My party membesr love the enemies -4 to AC and CMD for being prone. He's fun to play. I've invested most of my money in scorpion whips of mithril, adamantine, & cold iron for overcoming the appropriate damage reductions. He's not much of a damage dealer but I still have my original Masterwork whip which can be held in two hands for additional damage if needed. It should be noted that he is primarily support and secondary damage. One nice trick you can do is trip, disarm, and then use another attack with the whip to pick up the weapon from their square, AC10, and place it in your square. Handy Dandy. Some problems I've recently encountered and have known were coming up. We ran into a devil dog thing with a 40 CMD for a 8-9 Level Pathfinder Society Mod. Not going to be able to trip it w/o a Nat 20. As you get up in level, you'll rule humanoids, but outsiders and monsters can be a different story. The future of Clyde holds the rest with Ranger. At 7th I get Greater Trip and 8th Imp TWF with Ranger-6. I'm not sure what else to do. I'm toying with Boon Companion at 9th and then Beast Rider to give me a Large Bad Azz Mammoth Mount. I'm even toying with Mammoth Rider to make it a huge Mammoth. Mainly because this would be simply awesome. But I'm not completely sure yet. Overall, Clyde is fun to play. I gave him a good back story. ![]()
![]() So what's the concensus here? By RAW a stealthed character can SA someone w/ uncanny dodge? I'm not sure if I buy it and if I DM PFS I don't think that's how I would run it. The first sentences of UD tell me, by my reading, "Before her senses would normally allow her to do so." It uses Invis as one example and it seems as if people are stating it's the only case. I'm fairly certain this isn't the RAI either. It just doesn't seem very uncanny to be good at protecting yourself from invisible enemies but stealthed ones beware. Either way, what is the concensus to this question? ![]()
![]() It's a little on the expensive side but on the rare occasion you're actually fighting something incorporeal this might make the fight easy if a few party members had it. Now in order to use that item for PFS, one would need to own a copy of the Source, Pathfinder #39: The City of Seven Spears pg. 55, correct?
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