Harsk

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Liberty's Edge

Pathfinder Rulebook Subscriber

Greetings in advance.

I did a search, but couldn't find an answer to this yet, if there even is one.

In one of my games I have a character that is playing a Summoner with the Alchemist Multiclass (MC) Archetype through Free Archetype (FA). I'm working through the PC2 updates and also looking through feat choices in the future to help him with his character and I found a bit of grey rules when it comes to the interaction of the Efficient Alchemy Alchemist feat with the Advanced Alchemy class ability allowed to multiclass alchemists through the Advanced Alchemy (good thing the names aren't confusing either) multiclass feat.

Given that not everyone has access to PC2 yet I'll outline the basis of the two feats and one class ability below and will use the spoiler tag in case someone wants to avoid the rules until they have the book. Also I know that some of my reasoning I provide later is pedantic, but I'm trying to look at this along all angles.

Class Ability =

Advanced Alchemy:
Pertinent Description: You can Craft a number of alchemical items up to 4 + your Intelligence modifier during your daily preparations.

Feats =

Advanced Alchemy (Alchemist Multiclass feat lvl 4):
Pertinent Description: You gain the advanced alchemy benefits, and you can create 4 alchemical consumables during your daily preparations.

Efficient Alchemy (Alchemist feat lvl 4):
Pertinent Description: Increase the number of items you can create each day with advanced alchemy to 6 + your Intelligence modifier.

There is more information on all three feats/class abilities, but the displayed information is the parts that are pertinent to my question.

My question is how does the increased consumable portion of Efficient Alchemy interact with the item cap of the Advanced Alchemy multiclass feat?

As a GM I can see 3 different arguments on this.

1). There is no interaction. The Multiclass feat always limits the character to the 4 per daily preparation. - Reasoning: The multiclass provides a static set and would provide language if there was a way to bypass this set.

2). Efficient Alchemy increases the total items to 6, but the character does not get the Intelligence modifier. - Reasoning: The multiclass feat gives the same base 4 as an alchemist with no Int modifier. Efficient Alchemy increases the base from 4 to 6 and assumes that the character is a base Alchemist, but has no language allowing those without the full Advanced Alchemy feature to gain their Int mod to the number of vials per day.

3). Efficient Alchemy increases the total items to 6 and allows the multiclass alchemist to add their Int mod to the amount. - Reasoning: Since the Efficient Alchemy says that if you have Advanced Alchemy and has no language otherwise all characters that have the feat increase the consumables per day to 6 + Int modifier.

My Thoughts on the Above - As a GM I lean towards # 3 for a few reasons. A multiclass Alchemist would have to take at least 4 feats (Alchemist Dedication (for obvious reasons), Advanced Alchemy (explained above), Basic Concoction (can choose 1 Alchemist feat of 1st or 2nd level and is needed for the next feat), and Advanced Concoction (lets the character choose an Alchemist feat of half the character level)) and needs to be at least 8th level, it's a significant investment in order to get those bonus consumables. Having the FA rule makes the investment much more palatable, but it's still there. I don't like the interpretation for #1, but can see why someone would use it and I think # 2 is more a compromise, but I also recognize the logic of it.

That said I'm asking for the community's thoughts on this interaction and if there's other possible interpretations I'm missing?

Also I would love the developers to weigh in on how they expect it to work.

Thank you again to every..

Liberty's Edge

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Pathfinder Rulebook Subscriber

I love the Ancestry and Heritages, but I feel there should either be a heritage for a slow moving armored animal or a feat that gives natural armor.

Personally I think both could be justified with the feat making the heritage's armor better, but also offering natural armor to other heritages.

Hoping Paizo adds these at a later date

Liberty's Edge

4 people marked this as a favorite.
Pathfinder Rulebook Subscriber

So with the changes to how ancestry based weapon familiarity feats (which I love) and the upcoming player core 2 which will have Hobgobs in it I'm hoping that they change the Hobgob's familiarity feat to include Alchemical Bombs.

Given the fact they can easily get Alchemical formula through Alchemical Scholar (Assuming there's no change to that feat) I think it would be thematic for them to also treat bombs as ancestral weapons.

Thoughts?

Liberty's Edge

Pathfinder Rulebook Subscriber

Hey all. I'm looking for some high definition maps of the rooms, doors, and halls on all levels of AV.

I am planning on printing at a high enough size that 1 grid space = 1 square inch of normal.

I don't need the terrain information or anything else, just the rooms, doors, and passages

All the maps I'm finding are ones with all the detail (which are great) and I'm using those for overall views.

I can recreate the maps myself, but I don't have a lot of spare time and am hoping to find something premade.

Liberty's Edge

Pathfinder Rulebook Subscriber

Please cancel order # 2592363 ASAP. I will reorder later. Thank you.

Liberty's Edge

Pathfinder Rulebook Subscriber

Greetings fair followers of the advice forums. I'm making up a new character for a friend's game and I'm fairly certain I'm missing something. Can you look over my idea and give me suggestions on if anything needs to be changed, added, etc??

First of all;

Background:
The party consists of 4 current players at 7th level. A Human Wizard (evocation spec), an Elven Druid (specializing in control spells), a Dwarven Cleric (buffed himself out as a combat cleric and is usually on the front line), and Gnome Bard (specializing in buffs). Now while the group isn't completely optimized, they're far from inefficient so I'm not too interested in being uber powerful omgwtfbbq. I'm going fighter and frogue because the party has said they could use another front line fighter and the DM is starting to throw more traps at them so they could use someone to disarm them. The DM is allowing rolls and also has a house rule with Hit Points (if you roll less than your con mod when rolling HP, you can opt to roll again once, but have to take the second roll even if lower).
.

Now that we have that out out the way,one of my concepts is to go with a warrior who can use combat maneuvers to help vary up his attacks and lock down the enemy. As such I liked the idea behind the Dirty Fighter archetype as it gives some interesting options for using the dirty trick maneuver in combat. Looking further into the rogue I see the Skulking Slayer rogue archetype for half-orcs and it seems like these are made to go together. Now I know multiclassing isn't always optimal, but I think my build can get these to work. Below is my build, let me know what you think of it so far.

build:

Gratharc
Half-orc 4th Fighter (dirty fighter)/ 3rd Rogue (Skulking Slayer)
Favored Class: Rogue (+1 hp)
Racial Abilities;
Chain Fighter
Sacred Tattoo
All others are standard

Traits:
Nimble Fingers, Keen Mind
Convincing Liar

Stats
Str = 18 (16 base)
Dex = 16 (14 base)
Con = 18 (14 base, Race bonus)
Int = 16 (14 base)
Wis = 10
Cha = 14

Skills:
Acrobatics =3 ranks = 9
Bluff = 7 ranks = 12
Climb = 2 ranks = 9
Disguise = 7 ranks = 12(see magic items)
Disable Device = 7 ranks = 13
Intimidate = 7 ranks = 13
Perception = 5 ranks = 8
Sense Motive = 3 ranks = 6
Stealth = 3 ranks = 9
Use Magic Device = 3 ranks = 8

Feats =
Power Attack
Cleave (fighter)
Combat Expertise (to open up improved trip)
Improved Dirty Trick (fighter)
Weapon Focus: Spiked Chain ( from the rogue talent)
Furious Focus
Surprise Follow Through
Cornugan Smash (fighter)

Equipment:
+1 Spiked Chain
+1 Mithral Breastplate
Belt of Physical Might +2
Headband of Vast Intelligence +2 (Disguise)
Cloak of Resistance + 1
Masterwork Composite Shortbow (+4)

With this I should be able to engage the enemies and use cleave to continue to do either sneak attack (using d8s for damage) or the dirty trick maneuver. Plus as long as I keep using power attack and hit my enemies I get to make intimidation checks thanks to Cornugan Smash.

My hope is to go the full 20 levels half fighter/half rogue so I can use feint before charging to enable me to continue to apply sneak attack/dirty tricks plus take improved trip, bull rush, and overrun (and eventually charge through) to enable me to extend my options on the battlefield.

So there it is. Any thoughts on if it's viable or not or if I should add or change anything? Thanks in advance.

Liberty's Edge

Pathfinder Rulebook Subscriber

Soooo... During The Skinsaw Murders that I'm running, the party (consisting of a human gunslinger, halfling monk, tengu druid, and catfolk sorcerer) come across one of the infected townfolk trussed up like a scarcrow. The party is trying to figure out how to save her (no one prepped cure disease), and the following came up as part of the conversation.

The party was worried about the townfolk turning and attacking them at night so the monk came up with this "wonderful" idea.

The halfling monk suggested taking one of the ears of corn and turn it into a makeshift ball gag so she can't bite the party. The player playing the monk then explains exactly how he's making the corn cob gag which sparks off a conversation (and argument) about the ethics of using a gag on an unwilling person and if a corn cob is the BEST option the party had to gag her.

Yeah.. I would love to have seen the face of anyone walking by our window then.

Liberty's Edge

Pathfinder Rulebook Subscriber

I didn't see this as a topic anywhere else in the forums and apologize if I'm rehashing something already beaten to death, but I have a question on how Scion of Humanity would/could work with aasimar of non-standard heritage. Let me explain.

Blood of Angels gave the option for aasimar to be descended from races other than humans as the base race (sidebar, page 4, non-human Aasimar). For those who don't have the supplement the rules indicate, in a nutshell, that an aasimar descended from a race other then human has the same stats as an aasimar descended from a human with the exception (possibly) of size.

So that being said it would not make any sense for an Aasimar who is descended from, say a gnome and celestial being, to choose the scion of humanity trait.

However I would think it makes sense to houserule it so that the trait counts as Scion of "X", where X is the parental race for the class. So to use the previous gnome aasimar as an example, if the character chooses this trait, it would be called Scion of Gnomekind and replace any mention of human in the description with gnome. So that the trait reads as such - Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (gnome) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for gnome without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

I don't see this as being too overpowering but would like some input on it. Thanks in advance.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

(*Well not really, but pretty damn close)

Ok some background first, then the build. I'm taking a break from a DMing for a bit (after 18 years or so) and a friend of mine is taking over the reins. This is my first time playing Pathfinder as a player so I'll admit I've got a bit of the kid in the candy store look going on right now. That being said I'm torn between a Magus and Oracle. The DM just said he will look at feats from 3rd party vendors and approve them on a case by case basis, which has gotten me all excited for playing a scimitar magus with an ungodly crit range of 10+ (only X 2, but hey what are you going to do).

I'm going to post the basic build along with what I'm looking at for a feat progression and I would like some honest advice on if I missed anything in way of feats of there is something I should take in place of what I've chosen. Before I post my build here are the feats from the third party supplement.

crit boosting feats of DOOM!:

Zombie Orpheus Entertainment recently published an adventer call Mask of Death based off of the adventure run in their movie The Gamers: Dorkness Rising, which if you haven't seen you should.

Well this adventure had some custom content including the following feats;

*Critical Momentum (requires Base attack bonus + 5) - Description: Everytime you land a critical hit, you immediately get another attack at your highest attack bonus.
*Expanded Critical (requires Fighter 7) - Description: Add your Dex Bonus to your critical hit threat range (maximum of +4)
and
*Precision Strike (requires Fighter 7) - Description: Add your Int Bonus to your critical hit threat range (maximum of +4)

The author of the adventure admits that these feats are of "questionable" balance, but included for seek of completeness for the movie.

Now even though I am looking for advice to make sure I didn't miss anything, I'm fairly certain that my DM will shoot down one of more of those feats, so until he approves this everything I post is all theorycraft. That being said, here is my base build and feat progression.

critfisher 1.0 first level snapshot:

Human Magus (Kensai Archetype)

Starting stats (20 base)
Str = 12
Dex = 16 (14 bas + 2 Human Bonus)
Con = 14
Int = 16
Wis = 10
Cha = 8

Traits = Magical Lineage (Shocking Grasp) and Reactionary

Skills:
Knowledge: Arcana (Class)
SpellCraft (Class)
Knowledge: (Dungeoneering) (class) (A Bit of metagaming since I know it's going to be an aberrant heavy adventure)
Perfom: Dance (Cross-class)
Perception (Cross-class)

Feats:
Weapon Focus: Scimitar (Kensai bonus)
Weapon Finesse
Dodge (Human Bonus)

Putting the favorited class bonus into getting extra arcana

This should net me starting stats of the following;
AC = 15
HP = 10
Saves
Fort = +4, Ref = +3, Will = +2

Attack with Scimitar = +2 TH, 1d6 + 1 damage

Nothing too outlandish at first level. Some notes, I took Kensai for the extra feats. Since Kensai gets access to fighter feats earlier, I can complete the above feat selection earlier, which makes me more effective at lower levels. I went human for the bonus to Arcana pool and the extra feat at first level. Maybe I'll be really outlandish and see if he'll let me play a pureblood Azlanti. Here is what I am looking at for feats as I go up in levels.

feat tree:

3rd = Dervish Dance
5th = Intensify Spell
5th (bonus) = Improved Initiative
7th = Weapon Specialization: Scimitar
9th = Critical Momentum (see above)
11th = Expanded Critical (see above)
11th (bonus) = Combat Reflexes
13th = Precision Strike (see above)
15th = Critical Focus
17th = Bleeding Critical
17th (bonus) = Quicken Spell
19th = Greater Weapon Focus

Now unfortunately Improved Critical and Keen do not stack with Expanded Critical nor Precision Strike, otherwise the crit range would drop to 7+.

Still undecided on Arcana, but if you want to suggest anything in particular, please feel free to do so.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Wanted to share this with everyone and also see if something like this has happened to anyone else.

OK, my group just finished up Burnt Offerings. In the down time before the Skinsaw Murders I awarded them a bit of extra reward from the town as way of saying thanks. I had the town provide the group with a farm with 20 acres of apple orchards attached that was located on the outskirts of town that was unoccupied due to the owners were killed by the goblins.

I did this for two reasons.

1.) The group is all made of characters from outside of Varisia that have no real ties to Sandpoint other then the first adventure. I wanted to give them a reason to stay in town long enough to hook them on the next adventures.

and

2.) I wanted to give them a nice stable base of operations in the area that I could also use as a plot device in the future.

How little did I expect for this to slightly backfire on me.

No sooner did I finish explaining the farm and situations behind it (stressing that it was too late in the season to really do anything with it other then move in) then the players immediately bombarded me with ideas and requests.

We then spent the next three hours buying seed and provisions, looking at livestock, hiring workers, planning expansions, scouting markets for apples, negotiating the sale of additional land in the area,setting a payscale for the workers, and provisioning an area for crafting. This all happened despite my subtle (and also not so subtle) hints that this could be worked out at a later time and was not heavily important at the time. Part of my reluctance was, too be honest, also because I did not determine a lot of the information for what they were asking because I didn't they they would want it right there and then. That's honestly my fault because I forgot the second rule of DMing, "ALWAYS expect the unexpected from your players since they will find new and inventive ways to screw up your plans." So I added an extra hook and got them going (with much railroading and cattleproding), but we're on our way now.