I have to fly out tomorrow for a business trip starting on monday. I might be missing in action for a few days. Please GMPC my character starting tomorrow. If my character dies while I'm away, I won't shed any tears. We're first level after all.
I have to fly out tomorrow for a business trip starting on monday. I might be missing in action for a few days. Please GMPC my character starting tomorrow. If my character dies while I'm away, I won't shed any tears. We're first level after all.
I have to fly out tomorrow for a business trip starting on monday. I might be missing in action for a few days. Please GMPC my character starting tomorrow. If my character dies while I'm away, I won't shed any tears. We're first level after all.
I have to fly out tomorrow for a business trip starting on monday. I might be missing in action for a few days. Please GMPC my character starting tomorrow. If my character dies while I'm away, I won't shed any tears. We're first level after all.
I have to fly out tomorrow for a business trip starting on monday. I might be missing in action for a few days. Please GMPC my character starting tomorrow. If my character dies while I'm away, I won't shed any tears. We're first level after all.
I'd just like to point out that the overwhelming majority of gameplay (85% or something according to Piazo) occurs at level 7 or less. Before level 7 casters are a LIABILITY not over powered. Less than 1% of all gameplay occurs at levels casters are truly strong (11+). The truth is that all characters have a power curve. What the OP want's is for everyone to have the same power curve except wizards should just be worse at every level.
Fighters (well ok, not fighters but fighter types like barbarians and slayers) are 10x as strong as a wizard between 1-4. They're merely 2x stronger at levels 5-6. At 7-8 they're markedly stronger especially if they are a ranger/pally/BR but not overwhelmingly so. It's not till 9th that they're equal.
I agree with you that martials and casters are much closer at low levels and that people should pay attention to levels 1-6 character strength first and foremost when building their characters.
However, it's absurd to say barbarian/slayers are 10x as strong as wizards at l1-4. Wizards have sleep and color spray at level 1-2. At level 3-4 they have glitterdust and web. All those spells single-handedly end encounters, to say nothing of their other tricks. Wizards aren't even the strongest casters at low levels. Heavens Oracles Summoners, Sylvan Sorcerers, Occultist Arcanists, Druids, Witches, Clerics, with the right domains all have serious firepower.
Is it okay to make changes to my character since we haven't really started yet? If not, I can wait till the end of the scenario. Thanks.
Okay, I'm finished with the character--no more changes. I still have the old theologian version of this char in case it's too late to make any changes, but I thought it'd be more fun if I wasn't playing a very similar style to Sam Drakenfel.
Someone told me that Arcane Enlightenment doesn't work with Oracle. The hex add spells to the list of spells you can prepare, but Oracle doesn't prepare any spell.
Good catch, RAW I don't think the trick works:
"The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare."
Dark Immortal wrote:
I guess the problem with wizards and Sorcerors is also that they cannot wear any armor either. Funny how I don't hear anyone complain about this for them. Why does a full caster with better hit dice, saves and attack bonus than a wizard get considered bad because it can't wear armor when the wizard can't either?
Well, the Wizard has a better spell list--especially low level defensive spells like Mage Armor, Shield, Vanish, Mirror Image, etc so an ecclistheurge would seemingly make for a squishy caster.
nice one!
but why take "Intensify "? you get it for free for the 2 main spells via archtype.
i would take scribe scroll for those weird spells or cures
Oops, I meant Empower, not intensify. Scribe scroll is banned in PFS unfortunately.
Captain Zoom, that is bleeding edge technology. That probably invalidates my cleric design, but at least I can retrain before level 1. The cool thing is that you can fit any mystery with this blaster chassis of blackened curse/spirit guide. The spirit guide archetype opens up tons of build possibilities.
The problem with Ecclesitheurge is that you can't wear any armor. Unless you're going Mystic Theurge, you might as well just play an arcane caster.
I'm playing a similar character in PFS. I think heighten spell/preferred spell are invaluable for this build. If you're going to fireball all your problems, these two feats give you Schrodinger's Fireballs--every spell slot is now three spells: Cure X Wounds, Fireball or Utility Spell of your choice.
The Occultist is strong at low levels, but the ability to cast Summon Monster with arcane reservoir points doesn't scale well. At higher levels, it essentially means that all Summon Monster spells are always prepared spells if you have Swift Consume exploit. However, the minutes/level duration and standard action summons never lose their usefulness.
School Savant is well worth taking. The extra spell known greatly increases versatility, especially at even levels where you're doubling the number of spells known at the highest level.
I think the White Mage archetype is underrated. Yeah spontaneous healing isn't the strongest ability, but if you're starting at level 1, it's useful and you're only giving up exploits at 1st and 9th. The only drawback is you can't take one of the stronger archetypes.
Blood Arcanist gives up too many exploits for my taste. It would be worthwhile if they received the bloodline spells.
1) cleric theologian , fire domain . Blaster that channel negetive energy. Take smite, guided hand, fates favor . A blaster that can attack , but isn't MAD.
2) Templar. Cleric of glory ( heroism,) and travel. Combing augument summoning with strong Melee, MAD ( str, wis, con) . Fates favor, summon and glory offer strong rounds. Channeling positive offer some group off combat healing .
3) feather domain, roc animal companion, with glory boosting . Mobile flyer.
Thoughts?
I think #1 you're spreading yourself too thin feat-wise. Also, choose Ash domain over Fire.
Option #2 sounds synergistic. You could consider taking the Evangelist archetype w/ Heroism domain if you want to focus more on summoning.
Can someone look over my Unarmed Cleric build? It is for PFS, so I can rebuild before I hit XL2:
http://paizo.com/people/JiroHonda
Male human (tian-min) cleric of Tsukiyo 1
Str 15, Dex 14, Con 14, Int 7, Wis 17, Cha 10
Feats Domain Strike[UC], Improved Unarmed Strike
Traits defender of the society, seeker
Skills Heal +7, Perception +8, Sense Motive +7
Domains Madness, Repose
My basic plan: Put 3 ranks in acrobatics and take Dragon Style(3rd), Domain Strike (vision of madness) (5th). After that, I'm not sure--possibly some casting feats.
I'm sold on Madness Domain, but is Repose a good second domain choice for this build? Originally I wanted to take Darkness as a 2nd domain, but it seems like my build wouldn't hit it's stride until gaining a few levels.
Tsukiyo has favored weapon: longspear and
Domains: Darkness, Good, Law, Madness, Repose
Subdomains: Ancestors, Archon, Insanity, Moon, Night, Souls
Hello, can I switch Jiro Honda to this game and Edvard Ulfsson to the Slave Pits of Absalom. Is that okay? Ulfsson is a member of Liberty's Edge faction, so I'd prefer to play that scenario with him.
I would dearly like to join an Emerald Spire campaign, but I have no PFS experience. If PFS experience isn't a hard qualification, I have a fully built level 1 Arcanist.
Tacitus was selected for another PBP. I do have a PFS legal Cleric 1 available:
Now that The Emerald Spire Superdungeon has been sanctioned for PFS play, I'd like to open recruitment for five (5) experienced Pathfinder Society players to create new first-level characters designed specifically to play through the entirety of the superdungeon.
I would dearly like to join an Emerald Spire campaign, but I have no PFS experience. If PFS experience isn't a hard qualification, I have a fully built level 1 Arcanist.
I'm posting here to add The Flaxseed Lodge to my campaigns tab. I'd like to play in any PFS scenarios accepting level 1 characters. In particular, I'd like to join an Emerald Spire campaign but I realize I'm late for DM Carbide's game.
I would love to play this scenario with Ruslan Volkov. He is a Human Sorcerer (Sylvan Bloodline), but he is built around tanking with his animal companion wolf.
My Timezone is GMT+8. I work at my computer, so I can post multiple times per day between GMT 2:00 AM and GMT 2:00 PM.
Full Name
Borq, the Skeedish Chef!
Race
| SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision
Classes/Levels
| Speed 40 ft | Active conditions: None.
Gender
M skittermander sensate operative 7
About Borq, the Skeedish Chef
Borq, the Skeedish Chef
Operative 7
Small humanoid (skittermander)
Init +13; Senses Perc +20, SM +19; darkvision (60 ft.), low-light vision
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Defense
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EAC 25, KAC 26
SP 63 HP 44 RP 9
Fort +4, Ref +11, Will +9; evasion
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Offense
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Speed 40 ft.
Melee
Survival knife +11; 1d4+4 S (analog, operative, thrown (20 ft.))
Tactical switchblade +11; 1d4+4 S (analog, conceal, operative)
Ranged
Single-valve plasma ring +11; 1d4+3 E&F; crit wound
Subzero hail pistol +11; 1d4+3 C&P; crit bleed 1d4
Space 5 ft.; Reach 5 ft.
Special Attacks trick attack
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Statistics
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Str 12, Dex 23, Con 15, Int 8, Wis 18, Cha 12
Skills Acrobatics +19
Athletics +12
Bluff +7
Computers +6
Culture +12; -5 DC artistic innovations and traditions
Diplomacy +7
Disguise +7
Engineering +12
Intimidate +7
Life Science +5; -5 DC when identifying consumables such as drugs, medicinals, poisons, food, and drink
Medicine +5
Mysticism +11
Perception +20
Physical Science +5
Piloting +19
Sense Motive +19; +3 with vesk and citizens of the Veskarium
Sleight of Hand +12
Stealth +12
Survival +17; +4 to trick attack, +4 circumstance bonus to Survival checks to handle an animal or rear a wild animal
Profession (Celebrity Chef) +24; +1 for Day Job
Profession (Anthropologist) +13; +1 for Day Job
Starship-Combat Version of Skills Acrobatics +19
Athletics +12
Computers +6
Diplomacy +6
Engineering +12
Intimidate +6
Piloting +19
Gunnery +13
Languages Common, Vesk, Shirren, Ysoki, Castrovelian, Triaxian, Akitonian, Azlanti, Aklo
Other Abilities:
Other Abilities
Constant Alert
Once per day, you can reroll an initiative check. You also win tied initiative checks as though you had the higher initiative bonus. If multiple characters have this feat, ties are resolved normally.
Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You gain a +4 bonus to initiative checks.
Scurry
You gain the compression universal creature rule. In addition, you can occupy the same space as an ally of your size or larger without you or your ally taking any penalties for your doing so.
Skill Focus (Culture, Survival)
Toughness
For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
Six-Armed
Charming Curiosity
Your broad awareness provides you with insight when you try to influence people. This talent is valuable when you try to talk others into allowing you access to new experiences. Strangers might not understand your motivations, but your passion is contagious, and your ardent quest endears you to those who share your curiosity. Up to twice per day, you can roll twice when attempting a Diplomacy check and use the better of the two results.
Specialization Exploit (Ever Vigilant)
You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you – 1, whichever is lower.
Specialization Skill Mastery
You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.
Jack of All Trades
You’ve learned how to handle any situation. You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks.
Trick Attack
You can attempt a Survival check with a +4 bonus to make a trick attack
Uncanny Shooter
Your ranged attacks with small arms do not provoke attacks of opportunity.
Efficient Forager
You can attempt Survival checks in place of Life Science checks to identify animal, plant, and vermin creatures. You can move at your full overland speed when using Survival to live off the land, and your successful check provides food and water for an additional number of creatures equal to your operative’s edge bonus.
Weapon Specialization
You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
Quick Movement
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.
Debilitating Trick
When you succeed at both the skill check and attack roll of your trick attack, you can make the target flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.
Uncanny Agility
You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.
Reputation 43 Reputation
Reputation with Acquisitives: 30
Reputation with Advocates: 2
Reputation with Cognates:
Reputation with Dataphiles: 7
Reputation with Exoguardians: 1
Reputation with Manifold Host: 1
Reputation with Second Seekers (Ehu Hadif): 1
Reputation with Wayfinders: 1
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Boons Slotted this Adventure
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Ally: Professional Hireling - 4+level (Bluff, Diplomacy, Intimidate)
Faction: Personal: Skittermander (+2 to stat)
Promotional: Campaign Coin
Social: Known Quality (Tier 3)
Starship: none
Slotless: bajillion random things.
All My Boons:
Ally:
Publicist - Culture, Diplomacy, Profession +2 circumstance during the adventure
Professional Hireling - 4+level (Bluff, Diplomacy, Intimidate)
Allies in the Aeon Empire - purchase in Azlanti Star Empire
Promotional: Social:
Known Quality (Tier 3)
AbadarCorp Acquaintance - AbadarCorp Respect
AbadarCorp Augmentation - 20% discount on an augmentation
Tsuchi-ko’s Spectacular Gift - +1 morale to attack, damage, Will saves for 4 rounds
Near Space Tourist - +1 circumstance bonus on skill checks to recall knowledge about these planets and a +1 circumstance bonus on Diplomacy checks to gather information while on these planets. Once per adventure, you can gain a +2 bonus on a single Bluff, Diplomacy, or Intimidate check you attempt when interacting with a citizen of one of these planets or with a species from one of these planets. [ ] Daimalko [ ] Gaskar III [ ] Nemenar [ ] Vesk-4
Starship:
Slotless:
Digital Presence - 1 additional rep with Dataphiles when play online (need more Dataphiles rep before it can be used)
Purveyor of Fortunes - 1 additional rep with Acquisitives when achieved primary success and RIP of $10
Subdermal Graft - Hand augmentation. SF symbol and increases light level within 5 feet by one step
Drift Crasher - Allows for Drift Crashed theme, when you play Drift Crisis scenarios can take a free spell ampoule or spell gem.
Planar Preparations - +1 on Mysticism check to identify. Once per scenario, if you ID, resistance for that creature is reduced by 5.
Flower of Celebration - 1/day as a standard action, cast dazzling flares (DC 15)
True Savior of Tasch - forego day job to grow Tasch. At end 500 UPBs to craft equipment.
Vanity:
Hexoglin Pup - pet!
Bot Me!:
Borq leaps into the fray, staying out of reach if at all possible.
[dice=Survival to Trick Attack, take 10]10+17+4[/dice] for [dice=Trick Damage]4d8[/dice]
[dice=Pew pew (alphelion laser pistol, temp)]1d20+11[/dice] for [dice=F Damage]3d4+3[/dice] with crit [dice=burn]1d4[/dice]
[dice=Smacky]1d20+11[/dice] for [dice=Slashing Damage]1d4+4[/dice]
[dice=Pew pew (single-valve plasma ring)]1d20+11[/dice] for [dice=E&F Damage]1d4+3[/dice] with crit wound
[dice=Pew pew (subzero hail pistol)]1d20+11[/dice] for [dice=C&P Damage]1d4+3[/dice]
[dice=Skill]d20+5[/dice]
In ship combat, he is happy to serve as Pilot or Chief Mate, but he can do almost any job.