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Our GM is allowing character rebuilds using options from the COG. I play a 9th level Solarian tank and I’m planning to change some revelations, feats. Here is one possible build. What do you guys think? Human with the solar weapon manifestation Level 1 Feats: Heavy Armor proficiency, Weapon Focus (advanced melee weapons) Level 2 Revelation: Stellar Rush Level 3 Feat: Step up Level 4 Revelation: Gravitic Reinforcement (bonuses to saves) Level 5 Feat: Enhanced Resistance: Kinetic Level 6 Revelation: Glow of Life (not entirely certain about this) Level 7 Feat: Coordinated Shoot Level 8 Revelation: either Defy Gravity, Blade in the Night, or maybe Draining Agony Level 9 Feat: Periastra Training; Zenith Revelations: Solar Acceleration / StarQuake Level 10 Revelation: Soul Furnace Level 11 ??? Our party includes an envoy, a technomancer, an operative, and an NPC mystic. Since I’m playing the tank, I need those nice save bonuses from Gravitic Reinforcements and I plan to enter most combats graviton attuned. If the monsters don’t have attacks that require saves, I can switch to solar to max damage. I want my revelations balanced so I can use Periastra Training for 1st turn Solar Acceleration.
So, I personally don't like the idea of playing a heavy armor solarian and I think that with a little tweaking, a solarian could be played as a lightly armored yet effective front-line fighter. This type of solarian uses revelations and tricks instead of heavy armor to survive and deal damage, the equivalent of a pathfinder monk. With special abilities like flashing strikes and solarian onslaught, I envision this solarian as more capable against several mid-level foes and less effective against high level “boss” monsters, again like a pathfinder monk. This isn’t to say I would have a problem with a player who wants a heavy hitting solarian, I just like having another option. About a month ago I created a thread on reddit starfinder_rpg suggesting a homebrew revelation that would enhance the survivability of a lightly armored front line solarian. I got a lot of excellent feedback. That along with several more game sessions have helped me fine tune this idea: Gravitational Influence (graviton). You use your connection with the gradational tides of the universe to avoid damaging attacks. As a move action, you may increase the enhancement bonus of your solar armor equal to one-half of your charisma bonus, minimum one, divided evenly as possible between you KAC and EAC. This bonus lasts 1 turn or until you leave graviton mode. When you are attuned or fully attuned, this bonus increases to your charisma bonus, minimum one, divided evenly between your KAC and EAC. Thus, a solarian with an 18 charisma would improve their solar armor by +1 KAC and +1 EAC. In graviton mode, this bonus would equal +2 KAC and +2 EAC. This, along with the solar armor bonus would give a little less protection than wearing heavy armor. You would also have the advantages of wearing light armor including better movement and little to no skill penalty. This, along with the solar armor fire/cold resistances might make this revelation too powerful. Disadvantages include a lower AC at the beginning of combat and during surprise rounds. This revelation would also increase the need to stay in graviton mode, reducing damage output and opportunities to use photon revelations such as plasma sheath and corona. You end up giving up a lot of damage. Finally, since this only works with solar armor, a melee solarian loses the increased damage from the soul fire fusion. Overall, I think the benefits and disadvantages of a build with this revelation are equivalent. You trade better damage for better defenses. I also like the flavor of this revelation. This solarian uses cool matrix like dodges to avoid damage rather than absorbing hits with heavy armor. So, what do you guys think?
I’m building a human arcanist for a four player Mummy’s Mask campaign. My stats are str 9, dex 14, con 14, Int 18 (16+2 adjustment), wis 12, cha 15. My group rolls for ability scores. The rest of the group consists of a bloodrager, oracle, and a swashbuckler. Since we are a smaller group with one front line fighter, I’ve decided to go with the occultist archetype and focus on summoning. The concept is a failed apprentice who fell back on his sorcerous ability, mixing his wizard training with his innate magical abilities. He’s an opportunist willing to bargain with otherworldly forces for power. 1st Level: Feats: Spell Focus (Conjuration) and Augment Summoning
3rd Level Feat: Superior Summons
5th Level Feat: Extra Arcane Exploit, Consume Magic Item
7th level Feat: Not sure
9th level: Feat: Not sure
11th level Feat: Extra Exploit, Greater Metamagic Knowledge
I was thinking of taking Scribe Scroll instead of Dimensional Slide at third level, but I’ll probably need the Slide for survivability. As to my 7th and 9th level feats, I’m thinking that one will be an item creation feat and one will be a survival feat such as toughness or combat casting. I haven’t even thought about what to take at 13th and 15th because the campaign probably won’t last that long. What do you think?
I’m playing a tiefling with the pit-born heritage from the Blood of Fiends Player Companion book. Our DM thinks that I still need the Fiendish Heritage feat, from the old Council of Thieves Adventure Path #25. Is there a rules clarification I can show to my DM to prove I don’t need the feat? I checked the FAQ page but couldn’t find a listing for Blood of Fiends, and there is nothing applicable under the ARG. Our GM’s kind of a rules lawyer so I need something “official”. Also, he won’t accept a ruling simply because it’s PFS legal. Thanks.
We roll for our stats, 4d6 drop the lowest. I got the following: 17, 16, 16, 15, 13, 13. These are the best stats I’ve ever rolled at this table. What should I play? Thought about a paladin but lots of players play neutral or chaotic, and I’m not into lawful good anyhow. What else would the wonderful folks on the advice forum recommend? Also, our GM is a stickler for the rules so everything must come from a book; no PRD only or third party materials.
I’m going to play an aasimar paladin/sorcerer/dragon disciple for Pathfinder Society and I’m selecting the feats for my build. The angel blood and angel flesh feats look interesting. Angle flesh gives +2 saves on effects with the evil descriptor which is situational and a +2 on stabilization rolls which is situational but very useful. The steel version of angel flesh gives a +1 natural armor and natural attacks count as cold steel, both of which are great for a dragon disciple. I’m thinking about the following build: 1st level: angel blood
I used Oterisk’s amazing DD guide to help with the build but his feat recommendations don’t really work in PFS. Claws from the abyssal bloodline via eldritch heritage don’t trigger the free dragon disciple bite attack, and since PFS characters max out at level 12th (or maybe 13th) level, the +2 strength of the abyss I’d get via improved eldritch heritage doesn’t seem worth the three feat investments.
If a sorcerer with the Abyssal or Draconic bloodlines uses the sorcerous bloodstike feat to recharge his claws bloodline power, how many rounds of extra claw use does he get? I ask because I'm not sure what constitutes a "use" of the claw ability. Does a use consist of a single round or the total number of rounds he uses claws (up to his maximum)? This is for a PFS character btw so I want to be sure on the rules.
I’ve been trying to put together a Dragon Disciple for Society organized play. I want him to kinda look like a dragon to start, and then build into the class. Concept: it’s the unholy hell spawn of Smog and Lamashtu! Origin: An underworld mixer, an open bar and poor judgment. Race: Teifling. With the Maw alternate racial trait for a bite attack. Stats: Build with Str 16, Con 14, Dex 14, Int 10, Wis 8, and Cha 12. With racial bonuses this changes to Str: 18, Int 8, and Cha 14 (I’m going with the Demon Spawn option from Paths of Blood, which is legal). Traits: Magical Knack (for sorcerer levels), Birthmark (+2 saves vs. charm and compulsion). 1st level: Barbarian 1: Invulnerable Rager Archetype – Feat: Armor of the pit (+2 natural armor)
Notes: I needed to go with a minimum eight intelligence so I would have the skill points I need for the prestige class. I pick up a wand of mage armor and by third level I have a claw, claw, bite attack with +8 attack (+2 bab, +6 str), each with d6+7 (+6 str, +1 arcane strike). Before combat I can buff myself with shocking grasp for an extra 3d6 if any of my attacks land (3d6+3 if I choose blue dragon archetype). In theory, if everything were to hit for max damage, I could move into combat and pump out 60 points of damage on the first round of an encounter. My armor class is a meager sixteen (+4 mage armor with wand, +2 dex, +2 natural armor, -2 rage) but I’ll have 6 extra hp from the rage and a DR of 1 (Invulnerable Rager). I think the character scales well with lots of HP and nifty bonuses from the dragon disciple prestige class and the versatility of the cross blood archetype (although the -1 spell known per level hurts). What do you guys think? Is this a legal build? Are there any suggestions on improvement? Is this build too abusive?
One of the characters in my campaign is an overpowered alchemist. What stops bombs? DR doesn't work, spell resistance doesn't work, immunities don't work (he uses force bombs), and AC doesn't work because he uses touch attacks. The damn things do massive damage and he throws three a turn. I can't stop him from killing my best villains in a single round or two. It's insane and frankly ruining the game for everyone else. I think it's ridiculous that an alchemist is better at blasting than a wizard or a sorcerer.
What happens if a dispel magic is successfully cast on a Efreeti Bottle and not the Efreeti itself? According to the spell description, "the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties". Does this free the Efreeti to go to his home plane? Does this force him back into the bottle so he can be summoned again? One of my players managed to do this tonight by blowing a harrow card and a fate point to get +16 on his level check. As the GM, I obviously get to make the ruling, but I’m really interested in knowing what the rules say about this?
We fought a phase spider last night and I have three questions: 1. Can the spider pull a person into the etherial plane by grabbing and shifting? 2. Does a cleric's channel energy power affect creatures in the eterial plane? 3. If a GM kills a PC because he, say, made some rules mistakes in an encounter with a phase spider, how can he fix it? Question 3 is the most important.
I just finished book one of the Carrion Crown adventure path (Haunting of Harrowstone). I want my players to level up before starting book two (Trial of the Beast) so I'm looking for a short scenario for level two to three characters, with some gold and items. I could make it up myself, but I'd like something nice with maps and maybe some art work. Does anyone know where I could get something like this? PDF would be great, and I don't mind paying $5-10 for a well done product. I tried one of the Avalon adventures, but that was a waste of a dollar fifty. In fact, if anyone knows of a collection or series of quick and easy fully stocked short adventure scenarios with maps, monsters, and stats, I'd be interested. I'm looking for simple stuff like a tower in the woods with some monsters, or a cave with some baddies in it. Stuff I can edit to fit into an ongoing campaign without too much trouble. Any suggestions would be appreciated, thanks.
I have a couple of questions regarding wizard spell acquisition and I need some specific rule references to cite. I’m playing a 1st level wizard in a Kingmaker campaign and my character’s spell book was stolen when we were waylaid by bandits. I have two spells left in memory and would like to inscribe them into an extra spell book I wisely purchased. Checking the rules under “replacing and copying spell books”, it appears that I can write them into my (currently blank) extra spell book for 10 gold each. However, the rules don’t state why you need the 10 gold. My GM ruled that it is for special inks and since we’re not near any city, I don’t have access to them. This seems harsh to me. Is there any rule clarifying this one way or another? My second question involves spells gained at new levels. The reference docs say “At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook.” The magic chapter of the Player’s Guide explains this by stating “Wizards perform a certain amount of spell research between adventures” (p 219.). My GM has ruled that since I don’t have access to a city with a library, I can’t perform “research” and I won’t gain these new spells. I feel I’ve lost a major class feature and I need something to convince the GM he is wrong. Can anyone direct me to an applicable FAQ or resource to back up my case?
A fellow player in our campaign found a trait called Finding Helene or some such. The trait gives +1 hp AND +1 skill point per level based upon the idea that you are looking for a caretaker who disappeared (named Helene or something similar). Does anyone have more information about this? It seems pretty abusive to me.
I’ve been playing Pathfinder for a while, and lurking on this board for a bit. I’ve come to the conclusion that clerics outclass wizards in just about every way. Even as offensive casters, clerics seem to dominate. This is because clerics maintain their inherent advantages even when created as damage dealers instead of healers. Experienced players are familiar with basic cleric advantages like hit dice, armor, and saves. But by worshipping select gods and taking certain feats, they can greatly improve their offensive power. For example, the fire domain gives spells like fireball and produce flame, while the weather domain contains both call lightning and ice storm. Both domains start with ranged touch attacks comparable with specialist wizards. The character I’m planning on playing is a Cleric of Asmodeous. I plan on taking the Fire and Trickery domains. For my domain slot I can take powerful mage spells like invisibility and fireball. The domain powers are all pretty nice, but the trickery doppelganger power is abusive. While not as powerful as mirror image, I can cast it as a move action, distracting my enemies with a 50% miss chance six or seven times a day. This should have been a no brainer for the illusionist specialist, but instead they get extended illusions, which is weak in combat. Add that to the extra class skills and fire resistance and you have major advantage cleric. But that’s just the beginning. I plan on channeling negative energy. I can cast mini fire balls, centered on myself. At 5th level, I’ll have 3d6 instead of 5d6, and I can cast this about five or six times a day without using spell slots. I can take the selective channel feat to protect my allies or I can take the channeled smite ability and have the equivalent of a rogue’s sneak attack dice several times a day without having to flank my opponents. There’s more. When I’ve played wizards I often wasted slots on spells that I wasn’t able to use. My cleric can convert spells to “harm” spells at will. This greatly adds to my versatility allowing me to affect creatures with DR or (since I’m using touch attacks) high armor classes. Finally, as an evil cleric, I can command undead, either by taking the feat or using the 3rd level animate dead spell (it’s 4th level for mages). I can also use my negative energy channel to heal my undead minions. Granted a mage gets a couple extra feats and either a familiar or imbued object, but I think my advantages as a cleric far outweigh those perks.
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