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So my players were off to kill an ancient copper dragon (yes, my PCs are evil).
What dragon that has access to antimagic field would not cast it as their very first action and then melee the crap out of would be dragonslayers? Consider, for the dragon, casting antimagic field means that any weapons coming at it (melee or ranged) are no longer magical, so its DR/15 magic soaks up damage.
Any spellcasters are pretty much useless. So, how does one go about killing a dragon that has antimagic field up?
So my Alchemist just hit level 7. As his level 3 extract I took Paragon Surge. Right now, I'm strongly leaning towards using the bonus feat from the extract to pickup Iron Will (since Alchemists generally have a poor Will save). At level 8 I know I have the options of Extra Discovery: Force Bomb or Holy Bomb. Or Greater Reposition (in conjunction with the Mythic Ability of Combat Trickery). I do know that whichever feat I pick on the first use of the day will be limited for the rest of the same extract. But I'm looking for other good choices. Suggestions?
In the game I run the Confusion Bomb has come into play. When we started to dig into some of the mechanics of implementation there were some questions. Confusion Bomb:
Confusion Bomb* (Su): The alchemist's bombs twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be at least 8th level before selecting this discovery. [note the FAQ now has a save effect for this] Confusion:
This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round. d% Behavior
The key part of the discussion is this: Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. So, when an alchemist throws a Confusion Bomb does:
We had a lively discussion on this, and while I made a ruling for that instance so we didn't bog down the session, I would like input as to what the correct order should be. For the session we went with option 'B', but looking at it after the fact I'm more of the opinion that it should have been option 'A'. Thoughts?
Since the FAQ came out that allowed spell-like abilities to be used to qualify for arcane casting requirements, an assimar Eldritch Knight build has been bubbling in my head. Then to round out to level 20, take levels of Arcane Archer. So, this build isn't finished by any means, but I'm currently playing around with a Ftr 1/Wiz 1/EK 10/AA 8. It gives me +19 BAB, lvl 8 spells (caster lvl 16) and 19d10+1d6 HD. Stats:
A core assimar doesn't do an archer build any favors with +2 Wis/Cha (the two dump stats). Since you need the daylight spell-like ability to make this combo work you are pretty much stuck. 20pt build
Level increases: +1 Dex (4th), +1 Con (8th), +1 Int (12th), +1 Dex (16th), +1 Dex (20)
Feats to consider:
Required Feats (for AA): Point Blank Shot, Precise Shot and Wpn Focus (Longbow or Shortbow) Useful feats:
Right now my feat tree looks like
Wizard:
Arcane Bond vs Familiar - enchant your bow or get a familiar that gives you some slight boosts (Greensting Scorpion for +4 Init would be decent) Wizard School: needs to be a bonus that doesn't matter if it doesn't scale up, possible choices are:
Spells:
Some spells to definitely look at taking: Gravity Bow, Greater Magic Weapon, Haste. As it is very likely that since Spell Critical (EK) won't come into play due to Arcane Strike using up your swift action, most spells will be less blasty and more buff/battlefield control. As with any martial build, feats always seem to be at a premium, not to mention trying to squeeze in any caster feats.
Unfortunately due to other real life commitments, I request the cancellation of my subscriptions for:
Effective immediately. At this time the only subscription I will continue with is the Pathfinder Adventure Path. When finances permit I look forward to renewing my subscriptions (and most likely ordering the items that I missed) as I quite enjoy your products. Thank you.
So with the current ruling on Spell-Like Abilities allowing Crafter feats to be taken in the FAQ
I suppose that is one way to get around the ruling that Alchemists aren't spellcasters to take crafting feats. The same goes for Tieflings... what other races have innate spell-like abilities that have a caster level based on HD?
In my Way of the Wicked game, my players are trying to determine ways to prepare for a dragon. One of the ideas bounced around was:
It is an interesting interpretation. And if the item was a chest protected by a glyph of warding and they smashed open the chest... as a DM I would rule that the glyph goes off... so in theory, if looked at thusly, breaking a flask with a glyph of warding on it should have a similar effect. The flip side of this, is that it could wind up have the party haul around a bunch of 'glyph grenades' as it were... If I allow this, I'm thinking that I will only allow them to make a number of these equal to their caster mod bonus... or maybe 3 + caster mod bonus. Thoughts or suggestions?
I'm (hopefully) going to be playing in a Way of Wicked campaign in the new year. And I'm considering a Arclord of Nex. My stats will most like be the Focus/Foible method (18 Int/8 Wis, all other stats 1d10+7). There are a couple of races that sort of stand out.
I'm leaning towards Samsaran, but mostly for the Mystic Past Life to pick up some Summoner Spells (ie Haste at level 2, Black Tentacles at level 3, etc) or to pick up Witch Spells (some cures and other spells wizards don't normally get access to). The problem is that while I have a good idea what feats I need early, it is the later feats that are stumping me a bit and I could use some recommendations. Wiz 5/Arclord 10/Wiz 5 Trait - Hedge Magician
Any suggestions, recommendations would be appreciated. Thanks!
I was just looking at my order (#2170841) trying to figure out why it was delayed so long. It looks like it won't ship until backorder items arrive... shouldn't the backorder items just move to the my next subscription order? Just trying to anticipate when it will actually ship as I'll be moving soon and need to figure out if I need to change my mailing address. Thanks!
My party is nearing the end to reaching Tazion and I'm calculating what day they will arrive on.
Spoiler:
The party secured Nkechi and Athyra's help. Nkechi meant the party didn't lose a week of travel, and Athyra helped reduce travel time by an additional day. The problem is that the Screaming Jungle has claimed both of them from wandering monsters. Athyra from Mzali Rangers and Nkechi was mauled to death by a dire tiger.
So should the loss of these NPCs mean that the PCs lose their bonus travel time? Or have the NPCs managed to contribute enough that the reduced time should carry through? I'm kind of torn in that while I don't want to penalize the party that I also want the results to be accurate as to when the PCs arrive at Tazion.
There have been several coup de graces in our game lately resulting in a total of 5 deaths (2 PCs, 3 NPCs). So we had some lively discussion about what could be done. An idea that has emerged was enchanting some light armor (padded or even just cloths) and giving them Fortification enhancements. Since a coup de grace is a confirmed critical, and fortification has a chance to negate a critical it seems like this is a possible solution. While it may not be perfect, preventing some of damage (especially from x3 & x4 weapons) would if nothing else put the Fort save within a reasonable range. Are there any other ways to help negate coup de graces?
Just finished a session where there were a few questions wrt an oversized falcatta. While I think we got the rules right... there was some confusion about the way it was presented. Falcatta - 1 handed weapon, thus one size smaller than the intended wielder (wielder was medium, so weapon size is small) Dmg 1d8
Is this correct or was there something else that was missed? Edit'd for a typo.
Previously, I’ve been of the opinion that alchemists could not take Craft Arms & Armor or Craft Wondrous Item without taking the Master Craftsman feat first. In part due to the wording of the bonus feat Brew Potion and that alchemists don’t ‘cast’ spells and thus don’t have a normal caster level. However recently reading through the Carrion Crown AP I’ve changed my mind. There are a couple of examples (one implied, one explicit) in the CC AP. Part of what changed my mind was way the two examples were presented, which was that it makes a good story.
Just my 2 cents.
I think that Alchemist's should be able to Craft Construct, thru either: A. Counting their class level as caster level for taking the appropriate feats (Craft Arms & Armor, Craft Wondrous Items, Craft Construct); or
My reason involves the Carrion Crown AP Spoiler:
Count Caromarc is a lvl 13 alchemist who is the creator of the Beast of Lepidstadt and other additional flesh golems. So either A. or B. should be correct. So either the alchemist’s class level does count as a caster level for the purpose of taking the crafting feats, or by using Master Craftsman an alchemist can use a craft skill to become eligible for the crafting feats (of course a slight problem with this is that Master Craftsman does not mention being able to use the craft skill for Craft Construct). Have I missed a piece of logic?
My group finally wound up spending some time at camp, so I gave them the run down on the various duties they and the NPCs could fill. Their decision is 4 defenders, 2 entertainers, 2 hunters, 2 medics. The reason for the 4 defenders is because they want wandering monsters to come in and get smacked with 8d6 worth of trap damage. They have managed to kill a constrictor, a giant spider and 3 vipers so far. Fortunately the spider swarm ignored it. From a metagaming perspective they figure that if they have the camp set up correctly that given sufficient time they should hit level 20 (by monsters wandering into the traps). I will probably still give them xp for these trap defeated critters, but eventually the area they are in will 'run out' of random monsters, forcing them to at least relocate. Has anyone else gotten some weird results?
I think there was a slight oversight on the Alchemist Formulae available. Under the class ability of Alchemy, it indicates that a starting alchemist has 'begins play with knowing four 0-level formulae and two 1st-level formulae of his choice' However under Extracts per Day and Extracts Known there is no 0-level formulae. Nor are there any listed the Formulae list.
Just beat my way thru the FAQ 2.0 and found my answer. Joshua J. Frost wrote:
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