We were fighting this creature at top a 100 ft tall tower. Managed to critically injure it, with the witch flying just under it near the edge of the tower. It fell, landed on the witch whose flight spell couldn't support them and crashed them both into the ground. The Witch goes unconscious under it, but the creature survives the fall and next round regens to cosciousness. In a moment of brilliance I thought I'd steal a scene from Final Fantasy IV and jump down on the creature with my lucerne hamer. 5ft step and off we go. Unfortunately, a nat 1 on the acrobatics check to fall on top of the creature landed me face first on the ground beside it, with phenominally high fall damage to boot (57pt!)
You know, despite the flak Sean is getting, he's doing something many of us wish we could do. While I agree there has been a few errors in rules knowledge, this probably stems from houserules used with the groups he usually games with, so I can understand the sliding. I'm sure however that he's now been seeing these posts and working out the problems everyone has been commenting on. Keep in mind folk that this is a hobby, and he is doing us all a nice service in trying this out with his free time and trying to maintain his own responsibilities. Hopefully he will redress these issues, or at the least in the spirit of keeping the games going moveforward using the corrective measures that he will have come to the conclusion of by following the communities advisement and further research into the material.
Feint is a bluff check against the target's sense motive. This usually takes a standard action, allowing you to catch them flatfooted the next term. I don't know if Pathfinder has the feat Improved Feint in any of the books, but in 3.5 it allowed you to reduce this time to a move action. Additionally, if you have concealment from the target either via invisability or something lesser with a hide check and the target is does not have concealment to you this would also allow you to take advantage of them being flatfooted. Finally, there are Crit Cards in the Deck of Critical Hits that could result in the target becoming flatfooted with regards to you.
It's highly unlikely you'll have the cash for a staff, and your level is too low for you to have the minimum requirements to replenish it, at which point it become an elaborate walking stick for 4-6 levels. I'd say the Head band of charisma is probably a good bet, as at the very least it will increase the usage of your bloodline abilities and your save DCs. However, this is a pretty big investment this early on, and you don't know what you'll be facing in the near future. Since your 4th level, I assume you're off the island, so you'll have access to a city to do you're purchasing. Consider what you'll likely have to be doing, what you might encounter then plan appropriately. That headband of Charisma sound really tempting, but at 4000g it might not be what you'll need to survive the campaign further on. It would help to know a little more about you're situation, your build and what other adventurers you are traveling with before making some blind suggestions. What is you're role in the party? One item I can suggest, if you're gm will let you, would be to purchase either a 3rd level wand of magic missle for 2250g or a 5th level wand of burning hands for 3750g. Either of these spell at higher levels in mass quantities will be highly useful. Truthfully, even a wand of magic missle at level 1 could maintain it usefulness throughout you're campaign. Also consider picking up utility scrolls and wands of magic not currently covered in your party.
I'd like to see, in addition to new equipment, would be rules and feats developing the improvised weapons. How about improvised shields and armor? Rules for additional uses of permanency. Can a druid get permanency cast on their shillelagh to make there own permanent magical weapon? Granted, they'd be the only ones who could use it... Special materials would be nice. As would something like the wpn & armor gems from 3.5. Is there any chance of us seeing the oil of impact again. Darts filled with this magical/alchemical substance would explode on impact. 2nd hidden item rules. Maybe also so deceptive function equipment, ala james bond. Cufflinks that act as alchemist bombs. Brooches the turn into poisonous shurikens. Returning bladed Bowler Hats. Also, there is a huge group of farm type equipment aside from the scythe that is lethal. Pitch forks for example. You could use rules for the ranseur, but a pitchfork would only have the reach of a spear. Alchemical weapon pellets. These were awesome, and we got them so late in 3.5. Bracers. There are effectively 2 useful bracers in the system so far. And while both are useful, the hands/forearm slotts are sorely under used. Maybe another 1 handed glove, since you're only allowed to wear one glove of storing at a time. Ring of force fist. Or weapon. It just struck me odd that we have a ring of force shield and bracers of armor, but no ring of force weapon. Kind of ruins it if you're going for a theme. Enchanted instruments. Enchanted Toys. Figurines of wonderous power: Toy Soldier: group of 10, diminuative to fine soldier who follow the users commands to the best of their capability. Great for kids of all ages and useful in military planing as well. Just a few of my flu induced thoughts.
You mentioned that you had kids, depending on their ages you could have the extra players you need right there. As unlikely as it seems, RP is a great educational tool, and depending on the age of your kids you could introduce them to pathfinder as a way to help with their math and reading skills. Finally, check out Meetup.com. The advantage of having other players who can help you run the games are many, and its a great way to socialize, not only for yourselves but for your kids too.
And here I thought I was going to witness the first Provolone Olympics. There would be a Parmesion Polevaulting competition, ofcourse all of the contestants would fall to pieces upon clearing the hurdle. There should also be the 500 meter Chedder run and a Freestyle swimming event in a pool of Alfredo. The final events would include a Gouda Golf Tournament and a Free style fencing event. It wouldn't matter what cheese entered the final event, it would be comming out as Swiss.
This is more of a spill over of comedy rather than a direct result, but my GM for the Carrion Crown Campaign is also one of our local PFS GM's as well. While he has been gaining a lot of experiance GMing in the last year, he's still not on the diabolical level of some of my past GMs and so he doesn't have the wealth of experiance to deal with some of the things players come up with. Case in point, we are at PFS the night before we play Carrion Crown. We're in the werewolf module, near the end of it I believe, though I can't confirm it, for a point of reference. We're playing PFS in the Records of Neverwar series and my group encounters skeleton champions. I'd just picked up a Wand of Command undead, and finding myself lacking options in a particular fight I opt to utilize it against the skeleton champion. They could only fail the save on a 3 or less, but, much to the chargin of the GM, 2 of the 5 skeleton champions in the module boned their roles and suddenly a relatively challenging module became a cake walk. Fast foreward to the next night, the Carrion Crown Campaign. We're wandering into buildings of some forgotten town and getting into random encounters like crazy. The GM is actually trying to get us up another level before the end of the module, but he leaves everything up to the tables. So we encounter this one group that has a treasure drop of a wand of command undead. The GM's eyes bug out, "No! No, I'm not going through that again, No!. You can have the equivalent value in gems, but you're not going to steal anymore of my skeletons." So we get the gems. The next encounter" Again!, No!" converted to gems. By the end of the night 7 wands had been converted to gems and the GM is just openly complaining "Are you kidding me!". The irony continues the 2 weeks later where in another portion of the Neverwar series I snag one of his Morgs. Small moral of the story, GMs will carry over grudges from one campaign to the next, so be nice to them and try not mocking them with the enemies formerly under their control.
Here's 2 cents worth of tactics that could also work against said Wizard. Ready to attack as he casts a spell. You put enough damage on him every time he starts to cast and he WON'T be getting those spell off. Supplement this with Spellcraft so you know whether or not its a Quickend spell and if that quickend spell is actually dangerous enough to be worth being troubled by it. UMD scroll of silence on your self. You can use your extracts and abilities silenced, he very likley will not be able to. Corner him and engage in melee. If he tries to run, trip him. It's not like wizards don't have silenced spell metamagic, but going against an alchemist your not expecting that so you likely didn't have it prepared. What every you do, do not engage in a ranged battle with the wizard. He will win every time. Also, I saw that you have a no goons clause, but creatures created and summoned were okay? Keep the summoned creatures if you plan to use the preservationist build, otherwise your better served not allowing any created creatures. Wizards have spell for creating all kinds of nasty undead, and you also didn't include the fact that A)he can do clones & simulcrum too, and B) He'll have access to Craft Construct. The last thing you really want to do is show up to the fight with you and your 2 clones to meet his small army of undead and constructs, finally manage to kill the guy only to find out that you'd been fighting his simulcrum as he blast you in the back with some damage dealing spell you weren't prepared for (Cause he just spent the last hour watching you fight his army, he gets a feel for your tactics, prepares the spells he knows you have the least defenses against and shows up after you've already expent all of your abilities.)
From it's generations of trading, sometimes with interdimensional beings it has come across what it would call "bad deals". It it's youth it aspired to conquer the land and twice it thought it had aquired the means to do so. It purchased from an enterprising young efreet what it was led to be a large force of fiendish, soul sucking monster capable destroying peoples lives as well as local kingdom economies. What he got was a 47 year old cat lady's 10 year collection of beanie babes. The horde was so vast and pointless that he still hasn't resolved how to recoup his losses and is currently developing a mass animate tiny object swarm so as to get some use out of the evil objects. He's tried to hide the fact he still has them, and he swares that they must be breeding as he's constatly find them in other areas of his hoard. The 2nd attempt at an interdimensional transaction came from a mishevious Bralani who disguise himself as a Djinn. He is still convinced that the 2 million red and white spherical plastic orbs holds the power of advance monster summoning magic, but that he has not learn the appropriate activation of the items. However he is convinced that he will find the creators of Pokemon and force them to divulge the secrets of their power or make them pay.
Wow. This is painful. No physical stats to speak of, your best bet is a charisma caster. Your wisdom is nice, but for just about any charisma caster build it is a wasted stat. Your 4th level, so you'll get another +1 to a stat. Your best bet here would be con.
11 Str +0 HP 27(Assuming PFS Average = 8+5+5+5+Con*Level)
Sara Marie wrote:
Your not an adventurer. Your friggin Macguver. Too bad they hadn't invented duct tape. You'd be all set. OOooooh! Duct Tape of Healing! That's on my list. Supposedly, if you have all of the persons body part and you patch up their wounds with this they can comeback to life!
Cheapy wrote:
I second Cheapy. Take a 1st lvl Gunslinger - Gun Tank Archetype, 5 levels Alchemist - Vivisectionist/Preservationist. Now you have a heavy armor 3/4 caster with a ranged touch sneak attack and the ability to standard action summon mooks to flank with. Take a trait to give your self disable device. Carry a Musket Ax or Musket Hammer 16(18)Str (+2 bonus for human)
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