Lucas Yew wrote: My only big peeve with Sorcs is that they STILL rely on the existence of a tongue and a free hand to control their inborn magical talent. It's just so wrong in feel... I see why they do it in this new action economy, but I agree with the feel, I don't mind some type of action as it makes sense they need to focus the power through some type of action (I can't help but this of Prue in Charmed, or picturing someone gathering fire into their hands before flinging it in front of them). I agree I would like a more build your own sorcerer feel (feat based purchases) with some example packages provided for those who don't want too. In the play test I ended up with Fey, when really I would have loved a fire elemental bloodline but it was not a choice.
Michael Foster 989 wrote:
There is a series of PFS games at a local con we are hoping to do the run through about 6 or 7 of them. Great idea about the spell cards, I will make sure we all have them as it will definitely save a lot of time. I like the gunslinger/gun tank option, unfortunately doesn't fit the theme, which also makes the first level of fighter (which would normally make perfect sense in this build) not an option. If it was not starting a first level I think I definitely would have taken one of those options.
Warboss666 wrote:
Unfortunately all four are combat perks (including Accelerated Drinker) and you can only have one of each type. I though about Soul Drinker but it takes an immediate action and likely to be only 1 or 2 hp early on. El Baron de los Banditos wrote: Largely-irrelavent Side note: The Spellslinger Archetype is not PFS-legal. Can you advise why so I can pass it onto my mate. Yeah I am hoping to go single class to keep the theme, so I might consider either dropping power attack, and replacing it and improved unarmed strike with die hard and endurance.
Warboss666 wrote: To make better use of the sneak attack from the rogue class, take the bomb discovery 'Force Bomb' when you can and with a bit of teamwork, you can keep the enemy on the ground drink a mutagen, then beat it into the ground doing extra damage. Thanks Warboss, I am getting the sneak attack from Vivisectionist which gives up my bombs not from the Rogue class. Actually I do get them with 2nd Master chymist which is 8 levels away. But assumed as they are quiet weak they would not be very useful.
Good Morning I need some help making a tank alchemist for PFS, we have a party of magic users/university as the theme of the group. It’s looking life a master summoner, gnome pyromancer, inquisitor of knowledge (whip based), Spell Slinger and a Oracle Seer. So the general idea is I will be the front liner hopefully receiving flanking from the master summoners minions. I took the two armour feats in order to increase my AC to starve of as many hits as possible. The idea behind the Vestigial discovery is to allow the character to keep using his long spear in the first round of combat will imbuing his mutagen. I did consider half orc to get the best of staying up with negative hit points but I did not think it would work. Str:17
Traits: Accelerated Drinker & ?? Race: Human 1st: Alchemist/Beastmorph/Vivisectionist 1: Alchemy, Sneak Attack 1d6, Brew Potion, Mutagen, Throw Anything, Feat: Medium Armour Proficiency Human Feat: Heavy Armour Proficiency
Edit: Totally forgot about combat expertise needed for Gangup, swapped it for earlier improved unarmed strike
Qik wrote:
Yeah I definitely a fan of the throwing knives idea. And if I got two weapon fighting I get to throw 2 daggers at the start, or use them in hand to hand combat. Deft Palm sounds cool but I really do not know when it would be that useful and while underhandled is cool with it only being able to use my Char modifier per day I do not think it would be all that effective. Updated my build still not sure about the Talents and Feats now. Str 10
Rogue 1/Knife Master
Skills: Acrobatics, Bluff, Diplomacy, Disable Device, Disquise, Linguistics, Perception, Intimidate, Stealth, Sleight of Hand, and Use Magic Device.
Ambrus wrote: The means to do so depend heavily on who the intended recipient and which sourcebooks are available. Those with spellcasting class levels possess some options while others with the Use Magic Device skill have access to other alternatives. More information would help. In a campaign and I believe we are about to go fight an undead army, there are going to be no doubt allot of foes floating around trying to draining levels, doing negative energy damage (inflict) and so forth. I was hoping to figure out a way for my necromancer (now undead himself) to cast undead anatomy on the rest of the party so they would be immune to it thus ignoring the biggest danger. The party is about 15th level now. I am the only arcane caster, then we have a bard and a ranger and some other interesting things.
Hi Guys and Gals, I was wondering about the ways you can get away with casting (or at least getting them cast it on them selves) spells with the target you. Obviously single use items and potions work, to a lesser degree wands because then they have to do a use magical item check which is likely to be difficult. thanks for any advice
I think it requires some investigation first, there is a strong possibility that these tribes meet rather regularly, for some type of religious or trading reasons. Use the wonderful dominate power or some nice illusions to mess with the peace to start the war as described, in addition poisoning some of the wells is likely to lead to a war as I am sure there is limited water in the desert. Framing up one of cheiftains as betraying the others works well if the dominate is not really an option.
mdt wrote:
The game we are playing its perfectly okay for me to animate undead as a good character. The dead are raised to protect the community and its a great honour to be brought back after you died, and considering its an atheist community there is no issue as no ones beleives in souls and such things. I was more disgruntled at I could not pull of the evil tricks as barrels of undead swarm making and such.
Thalin wrote:
They are awesome Thalin, I love gobbers with a passion and love the fact they are far more playable in pathfinder.
Studpuffin wrote:
Lol was actually got approved from an previous GM who was running a druid game (basically we where also druids), was a higher level spell and I used to cast it on people who abused nature. We where not a very freindly group and sought to recapture cities for nature.
Search Posts
My play group has finally finished the Skull & Shackles set and I am now looking to get the Wrath of the Righteous sets. I have run into something odd and I was wondering if you guys know the answer. I am seeing 2 sets of box art for Wrath of the Righteous. One is Silver and one is Red for the adventures, and the Main box is red or yellow. Is one an updated printing? Sorry if this is out there already, but I couldn't think of a good way to search for the topic.
Alright, so with the new Ultimate Intrigue the Feat Cat's Fall feat has been added. "When you succeed at a DC 15 Acrobatics skill check to soften a fall, you ignore the first 20 feet of that fall and convert the damage from the next 10 feet of the fall to nonlethal damage. You land on your feet as long as you take less than 20 points of damage from the fall." In Dirty Tactics Toolbox the Feat Equipment Trick (Cloak) is listed. One of the tricks for the cloak is: Parachute Cloak (Acrobatics 5 ranks) While wearing a cloak, you can adjust your grip so that it catches the air as you fall. If you use both of your hands to hold on to your cloak as you fall, you can attempt a DC 20 Acrobatics check to ignore the first 20 feet fallen (as opposed to the usual DC 15 check to ignore only the first 10 feet), and you avoid falling prone at the end of your jump even if you take damage. So the language of both feats use "ignore the first 20 feet" when falling. The question my players have asked is this: Can they both be applied to a fall by making 2 separate skill tests for the fall? One at the start to enable the Parachute Cloak at the top of the fall and then a second to enable Cat's fall at the bottom. If both checks passed they would ignore 40 ft of fall, take nonlethal for 10, then avoiding falling prone with all other damage being applied normally. If both checks fail then you would take damage normally. If only one succeeds then you would apply the benefit as normal for the successful role. I am currently running a city based campaign with an intrigue/superhero theme and they are really wanting to do the Hero drop thing so I don't really have an issue with this, but I figured I would ask the community. Dedicating 2 feats to this seems worth the effort. There are only a few buildings in the city that are over 60 ft tall, but many that are 30-40. I have instituted a ruling on dropping on people already that seems to be working well so I'm not concerned about them landing on bad guys. Should I increase the DC of the Cat's Fall check? To me this seems like the increased DC of something like avoiding AoE on multiple foes. So increasing the DC by +@ or +5 seems reasonable.
While playing my Session this weekend I had a house guest who wished to get in on our RotR play session. This added a 7th player to our game for the evening. I decided to just run the game with the standard 8 locations and 30 blessings in the count down deck. This seemed to work in a tolerable manner but it came down to turn 30 in scenario one, turn 27 in the second scenario and the third scenario ended on 28. That seems pretty common from the other listings on the board here for a scenario with a high player count, but these still seemed to be very close calls from the other player's perspectives and I agree with them. My concern is that it did not follow the Players +2 location guideline from the standard play. I think that a 9th location should have been added with it's own 10 card location deck and another henchman. This then leads me to believe that successfully completing the game in the normal timeline of 30 turns would prove unmanageable without extreme levels of luck. So I am looking for feed back on the purposed changes for such sessions that I have laid out below. If there is another thread out there for this line of thought please point me there as I wasn't able to locate one. - Additional Locations -
Do this for each additional player that is added to the game. I suggest to continue to stagger the locations if possible, taking location 8 from the previous then location 1 from the following, then 7 then 2 until the location total has been met. DO NOT use locations from outside the adventure path. If you are in the First Scenario of the adventure you must choose the First location of the second Scenario and if you are in the Last Scenario you must choose the last of the previous Scenario. The location deck would be built using all of the normal rules. The Henchmen card would need to be a proxy of some sort. I would suggest using a henchman card from another scenario, with it using all of the rules from the current henchmen in the scenario. This will maintain the Color indication system and remove the possibility of confusing the "proxy" with a standard boon/bane card. This proxy would then be mixed into the normal villain/henchman pile and added to the location decks. - Increasing the Blessing Turn Order (needs the most work) -
So I am suggesting that the Blessings deck be increased to maintain a full 5 Turn Limit for all Players. Essentially adding 5 Blessings to the Blessings Deck per additional player beyond the 6th. Yes I know that adding 10 location cards and 5 turns per player seems like too many turns, but with the standard variance of the location decks it is likely that this will keep the players down to the wire on most scenarios. I was toying with the idea for allowing for more turns with a calculation like Players-2 in turns, so 8 players would have 6 turns for 100 location cards and 9 would have 7 for 110, but that seems to add too much positive variance to balance out the negative variance of the addition location decks. - All other rules -
The adding new players in ongoing games rules would still apply for any character deck creation. |
