Gunslinger

Weep Not's page

45 posts. Alias of Uncle Taco.



The Exchange

So the Eldritch Scion archetype can be combined with Kapenia dancer. I was wondering if the Eldritch Scion's eldritch pool makes it so that the canny defense ability of the Kapenia dancer is based off of Charisma instead of int. Here's the relevant texts.

Eldritch Pool(Su) wrote:


... Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points.

This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.

Canny Defense wrote:


At 1st level, when a kapenia dancer is wielding a bladed scarf, he gains the canny defense ability.

This is identical to the duelist prestige class ability of the same name, save that his magus level (rather than his duelist level) affects his Armor Class.

The Exchange

tl;dr: Is it ok to cast an AoE spell that could possibly leave another PC unable to do anything for the rest of the game without his consent or knowledge if it is to neutralize a threat to your own PC. My answer is no, but I would still like input from the community.

You're a level 1 arcane caster at full health. Adjacent to you is a dog that missed you on its last turn and likely to attack you next turn. 15ft away a thug is engaged in melee with your party members. You plan on using color spray to take out the dog and the thug on your next turn, but keep it to yourself. One of your party members moves into your cone and severely hurts the thug to where its visible that he will fall in one more hit. You use color spray anyways because you want to stop the dog from hurting you (because like any good arcane caster, you're not wearing armor). Both enemies and your party member fail their will saves. The player spends the last hour of gameplay unconscious because you're not out of initiative yet, as enemies not immediately visible hear the fracas going on and are alerted.

Was casting that color spray the right thing to do if it results in you shutting out another player? On one hand, yes, you neutralized two threats, but on the other hand you've also taken agency away from the player who has to sit twiddling his thumbs until he can get back up. Unfortunately in the case of the aforementioned scenario, which is based on real events, that doesn't happen because it happened about an hour from when the game was supposed to end.

Now there's arguments to be made about how tactful it was to use that color spray. The color sprayed player did not know the spell was in the pipeline and had already taken his action by the time he was alerted to what the arcane caster had planned on doing. On the other hand the caster was looking to neutralize probable threats. I just want some opinions on the matter because this question has been burning me since my game last night.

Full disclosure: I'm that melee character, and I tried to represent both sides of the argument to the best of my abilities, given I'm still sore about the whole situation.

The Exchange

Lets say I took an archetype that replaced the Warpriest's bonus feats with a sneak attack progression and took a race whose favored class bonus was 1/6 of a bonus feat. Does the bonus feat not being a class feature anymore negate the FCB bonus or would I still get a bonus feat after taking the FCB for 6 levels?

The Exchange

2 people marked this as FAQ candidate.

The Eldritch Scion's Eldritch Pool replaces the arcane pool, but I was wondering if it also means that archetypes that modify the arcane pool do not stack with it.

For instance the last sentence of Eldritch Pool says

Eldritch Pool wrote:


This has no effect on the eldritch scion’s skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.

The Greensting Slayer archetype modifies the arcane pool. Now normally, I know if two archetypes touch the same class feature, then they cannot be taken together, but the wording on Eldritch Pool specifically allows abilities that modify arcane pool to also modify it. So ultimately, my question is: can I take both of those archetypes at the same time?

The Exchange

Right now I'm thinking a wizard. Gain the sorcerer progression in exchange for the ability to cast a limited number of times/day without expending a spell slot.

The Exchange

1 person marked this as a favorite.

I've heard stories of GMs who have forced their players to either not min-max or roleplay their dump stat, but I've rarely heard things happen in the opposite direction.

Have you ever explicitly role-played that your 18 strength fighter wakes up and breaks out the free weights he carries with him everywhere? Or that your 18 con barbarian puts in his 10k before lunch? I've seen the 7 strength wizard with dainty hands and 8 con sorcerer with ashthma, but I feel like in most cases players just assume the stats speak for themselves when they're high enough.

The Exchange

Intent on drowning my life in plunder, women, and being a terror on the high seas. What would my paladin code look like? I'd imagine a modified Calistrian code: the angry hedonist, demanding honesty of themselves and denying to all others. Less focused on revenge, more focused on freedom.

What are your thoughts? What code would an anti-paladin of Besmara hold true to?

The Exchange

My GM recently gave the go ahead to rebuild our characters after reaching level 4. So my buddy and I were talking about my rogue/wizard (who was going for the arcane trickster prestige class) and how if I went alchemist I could get up to 2 vestigial arms. I thought about what my character would look like with two more arms and reader, I fell in love with him all over again.

My character's background is he's an elf that was a mainstay in Restov's Calistrian temple, accomplished contortionist, and secret arcane dabbler. The temple wanted to establish a presence in the Stolen Lands so they told him to get off his ass and go survey it. We just started book 2 and spent the last session kingdom building.

So the flavor is there, I know I have to take 3 levels of alchemist (and the extra discovery feat) instead of rogue. My question to you is, from a mechanical standpoint, what utility can I derive from 2 extra arms?

The Exchange

I was wondering if anyone's built a witch that focused on delivering touch spells through prehensile hair? I was thinking of maybe doing a 4 Witch/ 1 Rogue/ 1 Sleepless Detective/ 10 Arcane trickster to pull this off. I'll always be targeting touch and the sneak attack damage will keep this build melee effective. The only thing I'm worried about really is keeping my AC up and not getting hit.

PS: Taking a trait to gain mage hand.


Hi, I'm currently in this campaign, Only the Cold Remains - A Reign of Winter Rendition, and the gameplay thread eats our posts and won't show us previews. We'd like to get started soon. Could you take a look at it?

We'd appreciate it greatly, thank you.

The Exchange

Pretty much as in the title.

Lets say I were to take a level in white-haired witch, then take levels in hexcrafter magus and get the prehensile hair hex, will they be the same weapon?

The Exchange

How do you think they would be carried out? If a loved one of an Asmodean were to die, what might a priest say at his funeral? I'm pretty sure how they died would be a factor in any rites.

The Exchange

HI all, I've been trying to build a oradin of Sarenrae out for an upcoming Jade Regent campaign.

The concept: I wanted to making a dervish dancing paladin of Sarenrae, one who firmly believes he doesn't have to compromise the grace of his goddess for the sake of wearing heavier armor and using a weapon not called a scimitar. I'm also very partial to him doing non-lethal damage as a rule, as I see him hoping to redeem those who have strayed from the light.

Dawnflower Dervish Bard 1/ (Holy Light) Paladin 4/ Life Oracle 2/ Holy Vindicator 4

STR: 13
DEX: 18 (+1 and lvls 8 and 12)
CON: 14
INT: 10
WIS: 10
CHA: 15 (+1 at lvl 4)

Traits
Blade of Mercy
Best Customer (campaign trait)

Feat Progression

H. Enforcer
1. Quick Draw
3. power attack
5. Alignment Channel [Chaos (I just have this feeling there will be lots of bandits)]
7. Extra Revelation (Oracle Channel)
9. ??
11. ??

I don't know what this character will do at range. I also don't like dipping bard first, but it saves me two feats. Any advice on how to make this dex-based Paladin work would be appreciated.

The Exchange

I've been trying to build a level 12 rog/wiz arcane trickster using the spellslinger archetype and its been going so so. On one hand I'm not sure which opposition schools to take, and since I won't be getting opposition research (I'll only have, at maximum, 7 levels in wizard) I'm actually a little concerned about what schools I should take as opposition schools.

Has anyone built this one out before? Is there any advice for making this pretty cool rogue?

Also I was going to use the minor magic rogue talent to get mage hand.

Here's the level 12 build.

Crunch:

Half-Cocked Jack
Female Human Arcane Trickster 6/Rogue 3/Wizard (Spellslinger) 3
CG Medium humanoid (human)
Init +11; Senses Perception +13
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 19 (+7 armor, +5 Dex, +2 deflection)
hp 80 (3d8+9d6+27)
Fort +9, Ref +14 (+1 bonus vs. traps), Will +7
Defensive Abilities evasion, trap sense
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork dagger +7/+2 (1d4/19-20/×2)
Ranged +1 revolver +12/+7 (1d8+1/×4)
Special Attacks sneak attack +5d6
Spell-Like Abilities
. . 3/day—minor magic
Wizard (Spellslinger) Spells Prepared (CL 11th; concentration +17):
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 22, Wis 7, Cha 10
Base Atk +6; CMB +6; CMD 23
Feats Arcane Armor Training, Great Fortitude, Gunsmithing, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
Traits magical knack, reactionary
Skills Acrobatics +20, Appraise +13, Bluff +7, Climb +4, Diplomacy +12, Disable Device +21, Disguise +4, Escape Artist +20, Fly +10, Heal +0, Intimidate +5, Knowledge (arcana) +20, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +13 (+14 to locate traps), Ride +9, Sense Motive +5, Sleight of Hand +13, Spellcraft +20, Stealth +20, Survival +0, Swim +4, Use Magic Device +10
Languages Celestial, Common, Draconic, Other Language, Gnome, Orc
SQ arcane gun, impromptu sneak attack, mage bullets, opposition schools (abjuration, divination, enchantment, necromancy), ranged legerdemain, trapfinding +1, tricky spells
Combat Gear Potion of cure serious wounds, Ring of invisibility; Other Gear +3 Mithral Chain shirt, +1 Revolver, Masterwork Dagger, Belt of incredible dexterity +4, Blessed book, Boots of speed (10 rounds/day), Cloak of resistance +2, Handy haversack (2 @ 238.96 lbs), Headband of vast intelligence +2 (Acrobatics), Ring of protection +2, Thieves' tools, masterwork, 11948 GP
--------------------
Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Boots of speed (10 rounds/day) Affected by haste
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Impromptu Sneak Attack (1/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Magical Knack (Wizard [Spellslinger]) +2 CL for a specific class, to a max of your HD.
Minor Magic (Mage Hand) (3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tricky Spells (3/day) (Su) You can cast a spell without verbal or somatic components.

The Exchange

Hi all, I'm building a character for a Reign of Winter campaign that's an Agathion blooded Aasimar Sorcerer, Sylvan bloodline. I plan to focus mostly on buffing my animal companion but I was thinking of taking magical lineage (snowball) so that later on I can have more utility with an intensified spell.

Do you think that's a good thing to have? What other traits (besides reactionary) would you recommend?

The Exchange

Hello all and happy new year! This is my first time doing this, please be nice.

So I've been working on a half-orc melee rage prophet build for PFS. But, try as I might, I can't quite find myself satisfied with what I've been able to come up with. The mysteries I favor are Metal, Wood, Nature, Heavens, and Lore. Lore and nature are in there because of the revelations that allow me to use CHA for AC and effectively not have to worry about DEX. My plan is to be a reach secondary melee fighter, If I were strictly optimizing for the role, I'd probably just take one of those (nature or lore mystery), but gosh I'm lukewarm when it comes to their flavor.

Here's a quick stat block for those of you who want to know what I've come up with so far for the 12 levels. This is for the metal incarnation. Also the curse I'm taking is lame, regardless of what mystery I take. I do want to add that the three levels will be taken in this order 1 Barb/ 4 Oracle/ 2 Barb/ 4 RP / 3-4 Barb. Also the feats are taken in order as follows:

1: Exotic Weapon Proficiency(fauchard), Endurance(Shaman's Apprentice bonus feat)
3: Power Attack
5: Cleave
7: Warrior Priest
9: Step Up
11: Iron Will

Also the revelations I'm choosing for the Metal Oracle are Dance of the Blades and Armor Mastery.

Spoiler:

"Male Barbarian 4/ Oracle 4/ Rage Prophet 4
Init +3; Senses Perception +13
==DEFENSE==
AC 29, touch 15, flat-footed 27 (+11 armor, +2 dex, +3 natural armor, +3 deflection)
hp 119 (4d8+4d10+4d12+36)
DR 2/- ; SR 0
Fort +12, Ref +9, Will +9
Armor Mithral Full Plate +2, Medium
==OFFENSE==
Spd 30 ft/x4
Melee Adamantine Keen Fauchard +3 +17/+12 (1d10+10) 15-20/x2 reach, trip, CM +3
Ranged Composite Longbow +1 +12/+7 (1d8+1) 20/x3 CM +1
==STATISTICS==
Str 21, Dex 14, Con 16, Int 10, Wis 7, Cha 16
BAB +9, CMB +14, CMD +29
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Endurance (PFCR 122), Exotic Weapon Proficiency (Fauchard) (PFCR 123), Iron Will (PFCR 129), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Step Up (PFCR 135), Warrior Priest (PFUM 159)
Skills Acrobatics +17 [Jump +21, Jump with running start +21], Diplomacy +18, Knowledge (religion) +8, Perception +13, Use Magic Device +11
SQ Rage [23] (PFCR 32), Rage Powers (PFCR 32-34)
Languages Common, Orc
Eq'd Magic Belt of Physical Might +2 (STR/CON), Amulet of Natural Armor +3, Ring of Protection +3 (L), Cloak of Resistance +3

One thing I'm having trouble with is selecting feats and traits, I really don't know where to start. If I had taken Stone Oracle I'd be a trip build from the free trip feats that come with stone stability, but meh. Also the items I have are based on the assumption that at lvl 12 I'll have around 108,000 in equipment, so I went wild.

So how about it Paizo boards, help me optimize a melee support Rage Prophet?

Note: I also want to mention that I've only been playing tabletop RPGs in general for the past 8 months and pathfinder in particular for the past 2 months, so any general advice is also welcome :)