Algon the Ever-Seeking

Weeble Paladin's page

14 posts. Alias of Kitty Catoblepas.




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At will abilities are neat. Just a survey for those who want to participate to gauge what the community thing the utility of this would be at different level ranges.

Thank you for participating.

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Assume that you can cast Magic Missile at will as a standard action, with a caster level equal to your character level. What level range would you assign to the following categories?

(as a Wizard)

W1: I use it as my primary combat round action or strategy, supplementing it with my other abilities.

W2: I use it as my go-to backup action when I am not using my other abilities or when I want to conserve resources.

W3: I hardly ever use it because most other things I can do are more effective uses of my actions.

(as a Fighter)

F1: I use it as my primary combat round action or strategy, supplementing it with my other abilities.

F2: I use it as my go-to backup action when I am not using my other abilities or when I want to conserve resources.

F3: I hardly ever use it because most other things I can do are more effective uses of my actions.

(as a Rogue)

R1: I use it as my primary combat round action or strategy, supplementing it with my other abilities.

R2: I use it as my go-to backup action when I am not using my other abilities or when I want to conserve resources.

R3: I hardly ever use it because most other things I can do are more effective uses of my actions.


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I've been tossing around the idea of an alternate point-buy method for a while now.

24 point buy.

Stats fall in 2 categories, Dump Stats and Primary Stats. Primary stats start at 10 while Dump Stats start at 8. Stats may not be lowered below starting value.
The point buy for each is:

Primary:

10 -- 0
11 -- 1
12 -- 2
13 -- 3
14 -- 5
15 -- 7
16 -- 10
17 -- 13
18 -- 17

Dump:
8 --- 0
10 -- 1
12 -- 2
14 -- 3
15 -- 4
16 -- 5

Primary stats are: Dexterity, Constitution, Wisdom, and your class stat

Dump stats are: Strength, Intelligence, and Charisma (minus class stat)

An incomplete list of class stats are: Barbarian (str), Bard (cha), Cleric (cha), Druid (str), Fighter (str), Monk (str), Paladin (cha), Ranger (str), Rogue (int), Sorcerer (cha), Wizard (int)

Alternate method: Player may define one dump stat to be a class (primary) stat, typically for the purpose of raising it above 16.

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Purpose:
In my opinion, the current point buy system rewards efficiency and punishes variety. A fighter or wizard who wants to be "charming" with a 12 or 14 charisma operates at a 6-to-9 point deficit from a player who has dumped charisma to 7. Also, the downsides of a total dump to 7 versus a slight dump to 9 are outweighed by the benefits of the points gained.

I want to encourage points spent in non-optimal ways (and non-optimal builds, as a consequence) by making "useless" stats cheaper (and hopefully more attractive).

I'm throwing this out here to get an outside opinion before I bring it live. Please tell me your opinion on the matter so that we may have a discussion on it.


I've made an Undine Gunslinger for Pathfinder Society play. It's really starting to feel, though, that I'm not going to be entirely useful until level 5 or so since it doesn't seem to me like I'm contributing meaningfully inside or outside of combat. Consequently, I'm thinking of changing to something that will hit its stride earlier (by 3rd level especially), perhaps an Unchained Rogue (maybe eventually multiclassing with an Urban Barbarian or a Feral Hunter).

Does anyone have a suggestion for a Dex/Wis build that will feel useful out of the gate? Or do you have some reassurance which will get me to 3rd level with my Gunslinger (and perhaps even precise shot then)?


I'd like to use you guys as a sounding board for some rules questions I have, if I may. Thanks ahead of time for your help. If you guys have a PRD link or FAQ link that I've missed in conjunction with these, I would appreciate it.

For the following questions, I'm considering these magic items:

Rod of Ice:

Rod of Ice

This rod looks like a long sliver of ice and is cold to the touch, but deals no cold damage to its wielder. The wearer can use the rod to make a melee touch attack that deals 1d4 points of cold damage to any creature struck. Also, once per day on command, the wielder can touch the rod to the ground to create a 30-foot cone of ice that encrusts the earth, affecting the area as per the spell grease.


Rod of Nettles:

Rod of Nettles

This wooden rod is engraved with serrated-edged leaves of stinging nettles. This rod acts as a +1 light mace that deals no damage. Instead, the rod's venomous touch (melee touch attack) deals 1d3 points of Dexterity damage and causes the target to become sickened for 1d6 rounds (DC 14 Fortitude negates the sickened effect and halves the Dexterity damage); on a critical hit, no saving throw is allowed.

Once per day on command, the wielder may touch the rod of nettles to ordinary vegetation, causing a 20-foot cube to become tangled with nettle-choked overgrowth as the overgrowth ability of the plant growth spell. Furthermore, creatures entering or within this area are affected as if touched by the rod, though creatures with a natural armor bonus of +3 or greater are immune to this effect. A creature that saves is unaffected by the area's poison for 24 hours.


Rod of Withering:

Rod of Withering

A rod of withering acts as a +1 light mace that deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she touches with the rod (by making a melee touch attack). If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with a DC 17 Fortitude save.

Questions as follows:


  • 1 -- Can a user of one of the above rods make a full attack with its touch attacks or use the rod with two-weapon fighting? In the PRD, touch attacks are referred to as "attacks" and one can make a full attack (two-weapon fighting, etc) with touch attacks, so I would say, YES

  • 2 -- It's been established that a Rogue can Sneak Attack with a touch attack that deals damage. I remember seeing somewhere that the damage type was related to the damage type of the attack (eg cold damage with Rod of Ice, negative energy damage with Rod of Withering), but I can't find that written anywhere. Can someone verify? Does the Sneak Attack stop being precision damage in this case? My gut says, NO

  • 3 -- The Rod of Nettles allows a save for half. The Rod of Withering allows a save to negate. Do these saves halve and negate Sneak Attack damage, respectively? I'm up in the air about this one

  • 4 -- What damage bonuses apply? Can the attacker use Power Attack? Piranha Strike? Weapon Specialization? Precise Strike? Strength-to-Damage? Dexterity-to-Damage? I'd say YES to everything but Strength-to-damage and Dex-to-Damage, with the ability damage rods adding Negative Energy Damage instead of extra Ability Damage. Since you can use Point Blank Shot and Deadly Aim with rays, I don't see why you couldn't use the previous with melee touch attacks, treating them as light weapons. I'd be interested to hear an argument for Rogue's Finesse Training adding Dex-to-Damage for melee touch attacks if anyone supports that.

  • 5 -- What happens if a Warpriest selects one of the above as his/her Sacred Weapon? My answer is, The DM scolds the player for trying to abuse the system


I'd been thinking about modifying the playable races by removing the stat penalties. I'd like to think that this would have the effect of making certain races more playable in general (not having to worry about an Elf's or Tengu's Con penalty) and opening up class options for races (melee builds for Halflings and Gnomes).

Has anyone tried something like this? How well did it work for you? Did the demihumans seem more powerful in comparison to The Best Race (Human) or did it even out? Were Half-Elves and Half-Orcs shafted? Did your players have more fun?

Examples:

Halfling Racial Traits:

+2 Dexterity, +2 Charisma: Halflings are nimble and strong-willed.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Elf Racial Traits:

+2 Dexterity, +2 Intelligence: Elves are nimble, both in body and mind.

Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Dwarf Racial Traits:

+2 Constitution, +2 Wisdom: Dwarves are both tough and wise.

Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.


So, I'm starting out in a party and I've decided to build a Divine Caster for support, heals, and fun. The party makeup is:

Melee, Melee, Arcane Caster, Arcane Caster, Bard

I'd thought of this build:

Varisian Pilgrim Cleric of Arshea (has the ability to use self-only domain buffs on allies within 30 feet)
-Love Subdomain (Sanctuary against one attack as an immediate action, self only)
-Liberation Domain (Ignore movement impairing effects for 1 round/lvl, self only)
Feats:
-War Channel, Charm (Sanctuary for 1 minute, does not cancel on attack)
-Channeled Blessing (Can apply blessing to 1 ally through channel instead of a heal)

...but then it occurred to me that it would probably ruin the DM's fun (or at least be annoying), so I decided to start over.

I'm aiming the build primarily at level 3-5, since this is a PFS character. I'm planning on a build using one of the following:
Inquisitor
Cleric
Shaman
Warpriest

I would like something with a few helpful skills (especially Perception, Knowledges, and maybe a social skill or two), so I'm leaning towards Inquisitor, but I haven't played one before and I'm unconvinced that its buffing or healing will be sufficient. What do you think my best bet is for Buffs, Skills, and Heals?


I was thinking about making the jump into Pathfinder Society, and I was wondering how much "combat power" my character needs? I understand that I need to be able to contribute meaningfully in combat, but I'm not really sure how high the bar is set. I'm imagining a fighter built to be able to contribute in an out-of-combat situation, sacrificing some damage-dealing potential for skills, but I'm having problems guessing how much combat I can sacrifice before I'm reducing my group's chance of success (instead of increasing it, which is the goal of diversifying).

The reason I ask is because most fighter builds I see around here are built for max damage potential. Also, most criticisms I see about fighter builds is that they don't do anything but fight.

Example character follows:

Human Fighter (Eldritch Guardian/Mutation Warrior)

Traits: Pragmatic Activator, Student of Philosophy

Skill Points: 5/lvl + 2/lvl (familiar)

Str: 18
Dex: 14
Con: 14
Int: 13
Wis: 11
Cha: 7

1: Weapon Focus, Fast Learner, Familiar (Thrush, Sage)
2: x
3: Power Attack, Mutagen
4: Weapon Specialization
5: Iron Will
6: Deadly Aim
7: Improved Familiar (Pooka, Sage), Mutation Discovery (Wings)
8: Greater Weapon Focus
9: Improved Critical
10: Critical Focus
11: Mutation Discovery (Preserve Organs)
12: Greater Weapon Specialization