Alastir Wade

Wayne Bradbury's page

* Pathfinder Society GM. 132 posts (272 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 1 alias.


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Oh look, a "bad wrong fun" post.

People are allowed to play the game in whichever way is most fun to them. The fun of the people who like a more structured system with clear and rigid rules is no less valid than the fun of people who prefer loose interpretation, "rule of cool", "theatre of the mind", etc.

I'm not entirely sure why other people feel the need to enforce that things should be enjoyed the way they personally enjoy them or else not at all.

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Honestly, even hitting touch AC, guns aren't great. Misfire is a much, much bigger detriment than most people realize, and getting to a point where you don't have to worry about it requires a large investment. On top of that, making it so you can reload guns fast enough to make multiple attacks a round requires a heavy investment. It takes a lot of feats (most of the archery feats plus gun feats) and a lot of money to be competent with a gun. And/or a lot of luck. Not to mention that being able to hit touch in the first place requires them to be close enough for enemies to walk up and hit them.

Whereas an archer can stand 100ft away and pepper an enemy with multiple arrows a round for just a couple feats, at a fraction of the cost, and doesn't break their weapon on a nat 1. And a bunch of different classes can be competent archers, while if you want to use a gun competently you're almost locked into gunslinger.

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I agree with the people saying they ban evil PCs. Aside from a game specifically intended to all play evil, it just causes problems. There are very few character options that, when used properly within the rules, honestly deserve a ban. The Razmiran Priest sorcerer archetype is the first to come to mind.

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While it doesn't TECHNICALLY meet your criteria, I'm pretty confident that the strongest possible Gestalt character is a Master Summoner/Evangelist Cleric combination. Take a domain that gives you a familiar, and eventually pick up Improved Familiar to turn it into an Air Wysp. Take Versatile Summon Monster so you can summon aerial version of your best summons (like eventually flying dire tigers). As soon as your bard song gets to move action or better, you're golden.

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Castlevania Combat Cross.
That is all.

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I spent the last 10 minutes typing up a bunch of things about your build, but then I realized something.

Your GM is letting you play a Master Summoner AND have ridiculous scores AND take leadership AND take magical crafting feats? He's not even making you go Unchained. Yikes.

Your build doesn't matter. You could make all the wrong choices and still be a bored god roaming the country side.

Have fun, be fair to your party mates, and good friggin' luck to your GM...

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I can't speak for other areas, but I know the local community around here will likely be running PF1 games for a fair time to come.

Based on the playtest, when the time comes that interest in PF1 has dropped, many of us will likely switch over to 5e or stop with organized play all together.

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I've never once seen someone rule that Magus didn't work exactly the way everybody knows it works, and has known for years.

Sounds like you had a GM make a bad call. Sorry to hear it.
If this sort of poor rules understanding persists with this particular GM, I recommend taking it up the chain. Have a talk with your local VL or, failing that, VC.

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You mean everybody doesn't just implant their ioun stones and walk around with bedazzled torsos? Weird.

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pauljathome wrote:
Anzyr wrote:

Time for me to shill for the Razmiran Priest Sorcerer.

It starts by giving a handful of useful upgrades, like False Focus, bonus to UMD and some off list spells. The real golden ticket though is the 9th level ability Razmiran Channel which basically lets you add any Divine spell you want (8th level or lower) to your spells known. The breadth of access this grants alone would be amazing, however is also allows you to reuse scrolls with expensive material components over and over. Not to mention you can use lower leveled versions of spells to get "early access" to powerful spells before any other class, like casting Greater Angelic Aspect at 10th level, five levels before anyone else can cast it.

Not to mention the flavor of the archetype is really really cool.

For me, this is far closer to "Worst archetype" rather than best. Its INSANELY overpowered. Suddenly the character has access to all the divine spells for the cheap cost of scrolls.

Not only do they get access to those spells, but they get to cheat material costs for them, since you pay the material cost when you purchase the scroll, and the scroll itself is never expended. Your party mates dying no longer matters when Raise Dead is free. And that's just the tip of the iceberg.

Razmiran Priest Sorcerer with the Sylvan archetype is probably the most powerful thing you can be in Pathfinder. And it's even PFS legal!

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With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.

If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).

You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.

It honestly couldn't be more clear.

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Slim Jim wrote:
Mounted archers may be of the opinion that they're always entitled to a full-attack even if their animal moves more than 5'. Actually, they're usually not.

That is not only blatantly incorrect, but is pointed out to you as such by multiple people in the thread you linked. Please stop spreading misinformation.

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Scott Wilhelm wrote:
There are other ways to bypass DR. A favorite of mine is Weapon Against Evil . When you have Fervor, you can buff yourself with this as a Swift Action.

Fervor only allows you to swift action spells that target yourself. Weapon Against Evil targets a weapon. Some GMs might let it work, but RAW it does not.

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Cold Iron Arrows (if you don't have +3 bow)
Silver Arrows (if you don't have +3 bow)
Durable Adamantine Arrows
Ghost Salt Arrows (regular arrows with Ghost Salt on them)
Blunt Arrows
Pheromone Arrows (if you/party members have the Scent ability)
Smoke Arrows
Tangleshot Arrows
Barbed Arrows
Spell Storing Arrows (fill with various utility spells)
Phase Arrow (only if you have a Seeking bow and a way to find things you can't see, such as Blindsense/Tremorsense)

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I could see something like Musket Master Gunslinger/Arsenal Chaplain Warpriest working. As has been pointed out, Musket already has a good damage die, so you don't really care that Arsenal Chaplain's Sacred Weapon never goes above 1d6, and instead get the benefits of Weapon Training. You probably want 5 levels of Gunslinger and the most of the rest as Warpriest.

As for a Whip wielding Warpriest, I saw mention above of going with dual agile whips, which is neat. Another option would be to take worship a god that favors the Whip and dip a level of Monk (probably Unchained), grab the Crusader's Flurry feat, and start Flurrying with a Whip. Your WIS is probably high enough that between that and a Wand of Mage Armor you wouldn't really miss wearing actual armor, and if you do you can always have your Monk dip be Sohei instead, and wear a Mithral Breatplate without issue.

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Skedge wrote:
So far I am cautiously optimistic. We have very little real data to go on but the action system here looks good. Will have to see what the rest of the rule set looks like.

This is more or less how I feel, but as I keep learning new things about this I feel less and less excited.

Basic actions like AoO require you to either be a Fighter or take a feat?

Going the way of 5e and cutting down on flat bonuses, making everything hinge too much on a d20 roll, making the game super swingy?

Sigh.

One of my favourite things about Pathfinder has always been the sheer number of different ways you can find to do the same thing effectively. For just about any desired tactic/play style there are 20 different ways to do that really well and that's awesome. It sounds like with PF2 that's going away.

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Jason Bulmahn wrote:
It's the latter (0/-5/-10).

Ew

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I very, very heartily agree with those saying to do something about the loot section. I'm one of those people that complains at the end of most adventures about how the chronicle sheet is filled with stuff I could already get, at the same price, and just feels both wasteful and disappointing.

One big thing I would really, really like to see in PFS is to have a more reliable and robust digital aspect, in terms of reporting, character tracking, etc. I like the sounds of doing away with paper chronicles. Give me an app where I can put in my number and see a list of all my characters, each with a list of the adventures he has played, a list of boons he has available to him, current XP/gold/fame, inventory tracking, and other useful information. That would be lovely.

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Charlie Bell wrote:

But also, I hope PF2E does the following:

1. Jettison any complexity that gets in the way of play. The challenges in the game should be bugbears and green slimes, not navigating the rules!
2. Fix character creation. Make the PC rules robust enough that it's virtually impossible to create either a) a PC so gimped they can't contribute, or b) a PC so powerful they overshadow the whole group. You are smart designers and can figure out ways to differentiate without making them all mechanically identical! Get rid of trap options, feat taxes, and must-haves like Power Attack. Get rid of things that make 1 statistic do the work of multiple stats (e.g. oradin Cha shenanigans)... but let statistics do the work they should (e.g. rogue weapons should work using Dex without Weapon Finesse/Fencing Grace/Dervish Dance/etc.). Never make a class wait until mid-levels to "come online" - classes should function as envisioned from 1st level (e.g. druid shapeshifting).
[...]
5. Don't try to make adversaries play by PC rules. There are some things boss monsters need that should never, ever be in PC hands. In particular, absolute immunities (e.g. freedom of movement) and things that affect action economy (haste, dazes, etc.) should be really, really hard for PCs to get.

Most of this is the exact opposite of what I, and a number of posters I've seen earlier in this thread, want. It really is true you can't please everyone.

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Tallow wrote:
ZᴇɴN wrote:
I don't think anybody's asking about the two kinds of Wild Shape stacking. More just questions like the ones I mentioned above.

If the wild shapes are separate abilities, and don't stack, then why are people confused about how other shifter abilities, that explain explicitly how they interact with the shifter wild shape, work with druid wild shape?

Just because shifter wild shape allows you to use it as a prerequisite wherever wild shape is listed, does not mean that Druid Wild Shape interacts or interfaces with any of the shifter abilities.

It does not.

People aren't confused about how Shifter abilities interact with Druid Wild Shape so much as they're confused about how old, pre-Shifter material works with Shifter Wild Shape.

The ones I stated above are just a few examples of the things I've seen people asking about, because the wording in Shifter Wild Shape isn't as clear as it could be in that regard.

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Tallow wrote:
1) Since neither wild shape work together, and the Shifter's Claws don't work with the Druid Wild Shape (see answer 3 below), then the only thing that happens is you act as a Druid 5 for Druid wild shape and Shifter 4 for Shifter Wilde Shape.

Except that the Shifter Wild Shape ability says, "Shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level."

Shaping Focus is a feat that requires Wild Shape. Therefore the Shifter is able to use his Shifter level as an effective Druid level. So what exactly is your explanation for why the effects of Shaping Focus wouldn't apply to the Shifter's Wild Shape? If anything, I'd think someone like a Druid 4/Shifter 4 would even have both versions of Wild Shape function at effective level 8, since nothing in the feat says it would only apply to one version of your Wild Shape.

Tallow wrote:
2) You pick which class you want to add wild shape time to. Although this shouldn't preclude making the Shifter legal, since its just a trait. This can be easily handled in the Campaign Clarifications, and may already have been for the next update.

Why? Nothing in the trait says you can only apply to one version of Wild Shape.

Tallow wrote:
3) Shifter's Claws don't interact with the Druid's wild shape. Because 2 polymorph effects can't take place at the same time, unless they specifically note otherwise. Such as how the Shifter's Claws work with the Shifter's Major Form. Its important to note exactly how that's written in the Shifter class, and how the Wild Shape doesn't say it stacks with Druid Wild Shape.

This doesn't really have anything to do with multiple polymorph effects. Most people are confused about whether or not the benefits of Shifter's Claws (counting as magic, etc) would apply to their natural attacks if they use Druid Wild Shape instead of Shifter Wild Shape.

For this one, however, I think the answer is clear because the Shifter's Claws ability says they apply the benefits when, "a shifter uses wild shape to assume her aspect‘s major form".

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This is a real thing?

Neat.

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666bender wrote:
Archaeologist is a poor choice. 4+2 rounds per day is not nearly enough.

Archaeologist is a fantastic choice. Not only should you definitely have 16+ CHA, meaning at least 4+3 rounds per day, but the most important things to know are:

  • Their version of performance is a Swift action from the get go, which is huge if you want to be participating in combat yourself.
  • It's a luck bonus, making it subject to Fate's Favored, meaning it's +2 right away at level 1, then +3 at 5.
  • You can be half-orc of half-elf for the FCB of +1 round of performance.
  • It's still subject to Lingering Performance, effectively tripling your rounds per day. 21+ rounds should be more than enough, and since it's a Swift action it's no big deal to just reactivate every couple rounds.
  • You get rogue talents, trap stuff, and a sweet bonus to Perception and Disable Device, making you a better rogue (not that that's hard to accomplish).

666bender wrote:
how is your inspire courage +3? it's +3 at 11+....

Banner of the Ancient Kings causes your Inspire Courage bonus to count as if you were 4 levels higher, meaning that at level 7, with a Banner, your effective level for Inspire Courage is 11. If you give my post another read, you'll see I was saying that was assuming you had a Banner. Another alternative would be Three Reasons to Live, which counts your performance as though you were 6 levels higher.

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You can make very, very competent combat Bards. If you don't care about buffing the party, be an Archaeologist or Dawnflower Dervish. If you do care, be a regular Bard. Still good.

Take the Flagbearer feat and carry a flag in your off hand, with a buckler. Later upgrade the flag to a Banner of the Ancient Kings to both increase your effective Bard level for Inspire Courage and also increase the Flagbearer bonus. Use your one handed weapon of choice. Or just use a longspear to unlock the extra bonuses from Banner and forget the buckler.

By level 7, as a normal Bard, assuming you've bought the Banner of the Ancient Kings and you're not forgetting to use Heroism, you're looking at something like:

5 BAB + 5 STR + 3 Inspire Courage + 2 Flagbearer + 2 Heroism + 2 magic - 2 Power Attack = +17 to hit
1d6 weapon + 5 STR + 3 Inspire Courage + 2 Flagbearer + 2 magic + 4 Power Attack = 1d6+16 damage

That's +17 for 1d6+16 of your own, plus you can cast Haste. Not to mention that you're giving out +5 to hit and damage for the rest of the party.

Personally, though, I'm a big fan of dipping a few levels. Like a single level dip each into Crusader Cleric and Scaled Fist Unchained Monk. Get free Weapon Focus, free Dodge or Combat Reflexes, other misc stuff, and you now qualify for the Crusader's Flurry feat, allowing you to Flurry of Blows with whatever weapon you happen to be using. Just start using Mage Armor to make up for not being able to wear armor. Between that, free Dodge, and CHA to AC you should actually come out ahead.

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Bill Baldwin wrote:
Wayne Bradbury wrote:
Bill Baldwin wrote:
The biggest issue is the popular Bladebound/Kensai combo. Both archetypes reduce spell reliance on damage for a greater reliance on weapon attacks and the combo has no way of getting Agile.
There seems to be an argument saying that Bladebound + Kensai is actually an illegal archetype combination, because Bladebound says you can't take the Familiar Arcana (which supposedly counts as modifying the Arcana feature as a whole) and Kensai replaces the 9th level Arcana (which you apparently can't do when another archetype modifies the feature itself).
That's a whole separate discussion.

Kinda. I'm just pointing it out because if that combination IS in fact illegal, then points about whether or not that combination can get DEX to damage reliably if Dervish Dance gets nerfed are pretty much irrelevant.

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I've got a number of questions about Weretouched of my own.

1) Can a Weretouched Shifter in hybrid form speak?
2) Can a Weretouched Shifter that multiclasses into something with spells cast said spells while in hybrid form? You still have hands, so should still be able to do somatic components, right?
3) Does a Weretouched Shifter's hybrid form have its natural attacks adjusted for size? For example: would a Dire Tiger hybrid form of medium size still have a 2d6 bite and 2d4 claws?
4) Does the hybrid form still lose all of the physical racial abilities? For example: darkvision, scent, etc.

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John Compton wrote:
This book may have only one class, but it contains lots of content. Between holidays, convention travel, illnesses, new project management software, reviewing resumes, coordinating with the design team about shifter updates, preparing several long-awaited FAQs, Season 10 planning, scenario development, and handling a host of end-of-year tasks, our review of Ultimate Wilderness is nearly done. Thanks for your patience.

I like it when we have some amount of visibility into the state of things. Better than being kept completely in the dark.

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More like Dork Archive...

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Isabelle Lee wrote:
And as always, the disclaimer - I am not an official rules authority, and these are merely my personal opinions. ^_^

While that may be true, it does help us to have some insight into the intentions when this was written, at least until any sort of official ruling materializes.

So, as I said, very much appreciated. Thank you.

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Isabelle Lee wrote:
If I recall correctly, the text in question was added in development. So I can't speak to the exact intention. I personally don't have any issue with having it work for thrown weapons. ^_^

Your input is very much appreciated. Out of curiosity, how do you feel about the other two questions? About the Blinkback Belt and the Dagger Pistol situations?

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As has been mentioned earlier in this thread, people often get gift certificates at cons instead of the boons they're trying to get. I see nothing wrong with people then trying to trade those gift certificates for the boon they actually want.

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The Hunter has no "ex-hunter" listing, or any other indication of losing any abilities when their alignment changes.

Does anything happen to them if they stop being neutral? Do they lose any class features?

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Rory wrote:
I think the wording is pretty clear that it replaces and doesn't add, but I think it should add.

Absolutely nothing in the wording of the Alchemical Power Component text for Liquid Ice says that it replaces the original effect of Ray of Frost.

Compare to, for example, the Power Component text for a Smokestick with Obscuring Mist:

Smokestick with Obscuring Mist wrote:
The spell creates a smoky haze instead of mist. This haze cannot be dispersed by fire spells and dissipates naturally after 1 minute.

Notice how it says "instead of". Nothing like that appears for Liquid Ice with Ray of Frost. It just says it makes an icicle.

Liquid Ice with Ray of Frost wrote:
The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.

Doesn't specifically specify if it's in addition or instead of, but precedence shows that if it replaced it would say "instead of". Either way, as I said, the wording is unclear.

Additionally...

Rory wrote:
Afterall, you are turning a ranged touch attack into a piercing attack.

Nothing in the description says the spell stops being a ranged touch attack.

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Firebug wrote:
Also, using liquid ice as a material component doesn't make it do 2d3, it replaces the 1d3 cold with 1d3 piercing +1 cold. Using it as a focus component is just +1 damage.

There's some debate on that one. Some people believe it changes it to 1d3+1, some people believe it adds 1d3+1. The wording is vague and it hasn't been answered officially. As is, several of my local PFS GMs have signed off on the +1d3+1 interpretation, so it's what I'm going with for the time being. I'd really rather an official answer one way or the other, but I doubt such a thing is forthcoming.

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Bloodrealm wrote:
Wayne Bradbury wrote:

I like using Magical Lineage + Wayang Spellhunter to get free Empower Spell on Ray of Frost. And then taking False Focus + Point-Blank Shot, with 1 level each into Invoker Winter Witch, Crossblooded Sorcerer, and Medium, and buying a Liquid Ice to hold onto.

And then doing (2d3+12)*1.5 = 21 to 26 damage with a cantrip at level 3 (assuming human, so you can get all 3 feats).

If you wanted to, you could take Ray of Frost as a Sorcerer spell and swap out your 1st level Bloodline Power for Blood Havoc to get 1 more damage, or are you already doing that?

Unfortunately, I primarily play PFS, where Blood Havoc isn't legal. That said, even if it were, it would have some issues, due to how metamagic interacts with spontaneous casting and needing some extra feats. Still, it's nice to know the options for more damage.

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I like using Magical Lineage + Wayang Spellhunter to get free Empower Spell on Ray of Frost. And then taking False Focus + Point-Blank Shot, with 1 level each into Invoker Winter Witch, Crossblooded Sorcerer, and Medium, and buying a Liquid Ice to hold onto.

And then doing (2d3+12)*1.5 = 21 to 26 damage with a cantrip at level 3 (assuming human, so you can get all 3 feats).

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Chromantic Durgon <3 wrote:

Archers generic pro is that they do a s*&& load of damage, and they can hit things that are flying and fleeing.

Their generic con is they can be shut off a lot easier by cover and the weather and various lowish level spells like wind wall. They also require a lot of feats.

For versatility and damage I'd definitely suggest the inquisitor, good Spell like, lots of skills, class features to further boost said skills and the second best DPR

Just FYI, Silver Nocking Point is a thing that basically every archer should be buying, which makes weather and wind effects significantly less of a concern.

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Lanathar wrote:
Wayne Bradbury wrote:

I've got tons of PFS builds using 3 (or more) classes that are great.

Divine Hunter Paladin 4/Life Oracle 3/Weapon Master Fighter 3/Medium 1
Unchained Monk 6/Weapon Master Fighter 4/Id Rager Bloodrager 1
Zen Archer Monk 3/Arsenal Chaplain Warpriest 7/Medium 1
Hunter 3/Divine Commander Warpriest 7/Sohei Monk 1
Inspired Blade Swashbuckler 3/Hexcrafter Magus 7/Crossblooded Sorcerer 1

I can elaborate on any of these builds if you'd like. They're all fantastically effective.

Thanks

What is the purpose of the one level dips in Medium?
I haven't ever looked at medium in detail. I tried reading it last night but was clealy not focusing as I did not take it all in

And why does the last one use cross blooded?

The 1st level of Medium allows you to get access to the Spirit, which gives you: lesser Spirit Power, Spirit Bonus +1, Seance Boon, Spirit Surge 1d6. Oh, and you also get some cantrips.

Basically what that boils down to is: the Spirit gives you some static bonuses based on what type of spirit you pick, Spirit Surge allows you to add +1d6 to any roll that was modified by your Spirit Bonus (1/round, a few times per day, and you can add this AFTER you find out your fail, possibly turning it into a success), and the lesser Spirit Power will give you some other little benefit (you can also choose to give up the lesser spirit power to get one extra free Spirit Surge roll per day).

The biggest use of this is the Champion Spirit. With this, you get:

  • Spirit Bonus gives +1 to attack rolls, non-spell damage rolls, STR checks, STR skill checks, and fort saves.
  • Spirit Surge allows you to add +1d6 to any of the above rolls a few times per day. To be clear, this means you get to add +1d6 to a failed attack roll or fort save to try to make it succeed.
  • Seance Boon gives you +2 on non-spell damage rolls.
  • Lesser Spirit Power gives you proficiency with all martial weapons and one exotic weapon of your choice.

So, in summary, for the dip you're getting:

  • +1 to hit
  • +3 to damage
  • +1 to fort save
  • +1 to all STR based checks
  • +1d6 on any of the above a few times per day
  • Weapon proficiencies
  • Cantrips

It's really a pretty great dip. The other two most worthwhile spirits are Archmage and Hierophant, if you want to look into those.

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I very much appreciate this style of heads up post, and I'm very happy to see intent to keep things up to date more regularly.

Thank you!

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I've got tons of PFS builds using 3 (or more) classes that are great.

Divine Hunter Paladin 4/Life Oracle 3/Weapon Master Fighter 3/Medium 1
Unchained Monk 6/Weapon Master Fighter 4/Id Rager Bloodrager 1
Zen Archer Monk 3/Arsenal Chaplain Warpriest 7/Medium 1
Hunter 3/Divine Commander Warpriest 7/Sohei Monk 1
Inspired Blade Swashbuckler 3/Hexcrafter Magus 7/Crossblooded Sorcerer 1

I can elaborate on any of these builds if you'd like. They're all fantastically effective.

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The key things to keep in mind for an effective Gestalt build are:

  • Action Economy - Make sure you have relevant Swift actions, maybe even free actions, and you probably want a companion or an eidolon.
  • Passive Abilities - Any passive bonuses or other abilities you pick up are great because they don't eat into your action economy. You want to make sure you get passive abilities that stack. Typeless bonuses, Sneak Attack, etc.
  • Meshing Classes - You obviously want to make sure that the classes you're combining share key ability scores so that you're not going too MAD, but you also want to look at BAB, saves, and hit die.

A problem I see a lot of people have with Gestalt builds is that their characters can do so many things, but only one at a time. So instead of being nearly as powerful as two separate normal characters, as you should be, they end up just being slightly better than one normal one.

Hunter is a great choice for Gestalt builds, since you get a companion, bonus feats, and a good Swift action to use in the form of Animal Focus. They've also got super solid spell casting, thanks to being 2/3 casters with access to both Druid and Ranger spells. And they make capable melee OR ranged characters. They also get lots of skill points and two good saves. Combine that with something with a d10 hit die and full BAB and you're off to the races.

With all that in mind, I'll toss in a recommendation for Hunter/Unchained Monk. Tiger or deinonychus companions are basically full fighters in their own right, and you end up with a mini-pounce of your own in the form of Flying Kick.

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Some of us don't really care about Starfinder, though. I feel like if they don't have the resources to manage the first game effectively and efficiently then they shouldn't be splitting their limited resources for a second game. Is this an indication of what things are going to be like long-term because of the added workload of a second game? That's disconcerting.

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I'm Hiding In Your Closet wrote:
Nohwear wrote:
[rant]It is really beginning to feel like pFS is being pushed aside because of Starfinder. That the answer is not soon, but latter, maybe, if we feel like ,it. I get that there is a new game coming out, but at times it feels as though Paizo would rather set up PFS to die a quiet whimpering death.[/rant]
I'd be surprised if that were true, given that I imagine it's one of the steadier avenues by which they make money.

If they gave it more attention they could make even more money. If stuff was on the AR list to use when it comes out to subscribers I would 100% subscribe in a heartbeat. Early access to content is irrelevant when I can't use that content. As is, I see little to no reason to ever subscribe.

Sovereign Court 1/5

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shaventalz wrote:
Thomas Hutchins wrote:
Deal is even if they did issue the AR, you're fine to play it due to the rule that you didn't have sufficient time to fix it before the game was scheduled.
Just because the rules say I can ignore the rules, doesn't mean I want to.

That is such a weird sentence but an understandable sentiment.

Sovereign Court

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Imbicatus wrote:
A method not in the reddit list is Warpriest with the travel blessing and quicken blessing.

Unfortunately that doesn't work. Quicken Blessing only works on blessings that are normally a standard action, but Dimension Hop from the Travel blessing is a move action.

Sovereign Court 1/5

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Half-Orc, Sacred Tattoo alternate, +2 goes into WIS
Traits: Deadeye Bowman, Reactionary

16/12/12/10/18/7

Zen Archer Monk 3/Warpriest 4 (do whatever you want after that; my recommendation is take Warpriest to 7 and grab Medium 1 for the Champion spirit, which equates to +1 to hit and +3 to damage)

Feats:
1) Keen Scent*, Monk B: Point-Blank Shot, Monk B: Perfect Strike, Monk B: Improved Unarmed Strike
2) Monk B: Precise Shot, Monk B: Weapon Focus (Comp Longbow)
3) Deadly Aim, Monk B: Point Blank Master
4) Warpriest B: Weapon Focus (Unarmed Strike)
5) Extra Traits (Fate's Favored, Magical Knack: Warpriest)
6) Warpriest B: ???? (retrain to Weapon Specialization at level 7)
7) Improved Initiative

*This is here to abuse Pheromone Arrows

By level 7, assuming no more gear than a +1 Comp Longbow (STR +3), you've got:

  • Full Attack: +13/+13/+8 for 1d8+15 each (with +2 to hit and damage if the target is tagged with a Pheromone Arrow)
  • +8 initiative
  • Saves at +10/+7/+13
  • 2nd level Warpriest spells (at CL6)
  • 40ft movement
  • Ability to use your bow while threatened
  • Ability to threaten (via Unarmed Strike, at +12 for 1d6+6)

The main area of weakness here is AC. Without anything extra, you've only got 10 + 4 WIS + 1 DEX = 15 AC. But a super cheap Wand of Mage Armor puts you at 19 and you're good to go. Inevitable WIS increases will also up both your AC and your to-hit with the bow, not to mention improving spell casting and uses per day of Fervor. A WIS headband is an obvious must-buy.

Enjoy.

Full Name

Nizari

Race

Human

Classes/Levels

Inquisitior / 12

Gender

Male

Size

Medium

Age

21

Alignment

LN

Deity

Nethys

Languages

Common, Quidiran, Osirian, Ancient Osirian