Goblin Squad Member. Organized Play Member. 680 posts (1,415 including aliases). No reviews. No lists. No wishlists. 20 Organized Play characters. 3 aliases.
I know the AP isn't new anymore, but anyone have advice on the whole "why doesn't the whole dungeon fight the PCs at once" problem in Tumbaja mountain?
Point your friend towards the Elf alternative racial features Illustrious Urbanite which replaces Keen Senses, and Overwhelming Magic which replaces Elven Magic as well as Weapon Familiarity... these both give you Spell Focus... so an Elf can start the game with two different Spell Focus feats as bonus feats. I like this Industrious Urbanite Overwhelming Magic Elf as my entry for the Sorcerer 1/School Savant Arcantist X builds abusing the Bloodline Development Exploit.
And for your friend's unkillable build, they need to look into adding the Fey Foundling and Fast Healer feats to their list, and multiclassing to pick up the Resolve (for Unconquerable Resolve and Ultimate Resolve) and/or Mercy (for Greater Mercy and Ultimate Mercy) class features. I like Warrior Poet Samurai and Hospitaler Paladin levels, with a single dip of Unbreakable Fighter (at level 4).
You can also play a ninja and just use vanish trick when you need, or get vanish through rogue talents (but also requires a ki point)
So ways to get sneak attack:
feint: good bluff check, and see the feats improved feint, two weapon feint, etc.
intimidate: if single classed, you need to be a 9th level rogue so takes a while. That said, there are a bunch of ways to do fear builds, but a rogue isn't the best for any of them really, except maybe the thug archetype.
dirty trick blind - I don't know which talent makes it part of an attack, but this talent is good: http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogu e-talents/underhanded-trick/
flanking: besides having allies help, see the feat gang up.
Scout archetype: can also work with circling mongoose style.
Improved invisibility: if you have a party member with 4th level arcane spells, well worth the slot.
Definitely barbarian. Beast totem into pounce. Half orc for ferocity and toothy.
What level are you looking at?
And as Lady-J said content limits? How much optimization is too much?
Speaking of magic items, can someone kindly explain them to me?
From what I read, an item can have a max of +10 enchantments. So as an example, it can be a +5 Masterwork Short Sword with two enchantments one +2 and one +3? Or is there a limit to how many enchantments can be applied to a weapon?
What about armors? I found the Greater Shadow enchantment that counts as a +5. But if I apply it to a cloak, what else can be done with it? How do enchantments like... Fly fill into it? Or say, something like that ring that lets you mark a spot and then teleport back to it.
Armor and weapons are a little different than wondrous items like cloaks amulets, etc.
Armor and magic items yes, can have a maximum literal direct enhancement bonus of +5, and they can have a maximum if +10 equivalent.
Each enhancement bonus costs exponentially more than the last, so a +1 weapon is 2,000 gp, but a +2 or +1 keen weapon is 8,000 gp, and so on. For armor, it's half that: +1 is 1,000, +2 is 4,000, etc.
There's no limit to how many different enchantments can be on an item directly - you could make a +1 keen flaming shocking acidic greyflame impervious .....whatever, as long as you a) had the money and b) didn't have more than a +5 enhancement / +10 total counting special abilities.
To hide with a cloak, you want a cloak of elven kind, not a shadow cloak. To combine that with a cloak of resistance, say, you'd have to ask your DM if it's for sale or you can special order it, or craft it yourself, or get a party member to do it. To figure out it's cost, you'd take 1.5 times the cheaper enchantment + the full cost of the more expensive one.
For example, a +1 cloak of resistance of elven kind would be 2,500 + 1.5*(1,000) or 4,000 gp.
I don't have a great answer for you, except that specific beats general so the focus powers are SU unless they say Sp, in which case spell resistance applies to them. I think the effective spell level and etc. is all covered by the powers.
Normally with rolled stats you shouldn't go in with a preset plan and should instead be flexible based on what the dice give you. If you'd rather have consistency to do what you want, point buy is the better system.
But point buy is so... Boring. There is no variation, no chellange. Everyone will look the same, just the places where they apply their 18s and 8s varies. But on the other hand... Perhaps I should roll 6+26 to kill some randomness... I will see.
I was romancing with a fey elf rogue. A thief specialised in stealing from magically locked vaults and the like. I picked all Fey alternative racial traits. Then wanted her to focus on Disable Device, Stealth and Use Magic Device. I would pick Minor and Major Magic and use the elven racial bonus to rogues to boost those a little.
Point Buy seems too much like min/maxing to me... I don't like that.
Its not quite the same, because people do their point buy differently. Sometimes if I want some randomness I roll dice but then adjust it to match point buy.
Agile maneuvers can be a handy feat for a dex character, even if you don't go on to take the improved feats. But you'll probably be better served by something else.
There are rules for re-rolling if your stats are across the board too low. Wait, strike that that seems to be only in 3.5 and not included as part of the pathfinder. Point buy is the more common approach for that reason though. The old 3.5 rule was usually if all of your modifiers summed to 0 you could/should reroll.
A few rare classes do get, for example, dex to damage at level so if you can get your hands on mage armor you can play with a 5 strength. I've also played casters like that.
Okay, I've been reading through Unchained Rogue a bit and came up with a few more questions.
As I understand it, U-Rogue gets a free Weapon Finesse on level 1. Does it mean that a Rogue starts with two feats?
I assume that Trap Sense has been replaced with Danger Sense?
And could someone explain Rogue's Edge to me?
Yep, or 3 feats if you are human! Lots of classes grant bonus feats as part of their features at various levels. Monks get like 3 at level 1!
Yes, danger sense is an upgrade to trap sense.
If you look here for example:
http://www.d20pfsrd.com/skills/stealth/
and scroll down, you can see the benefits you get at 5, 10, and 15 ranks in stealth.
E.g. if at 5th level you have 5 ranks in stealth and choose stealth as your rogue's edge, you get
5 Ranks: Reduce the Stealth penalty from sniping by 10.
if at 10th level you chose acrobatics you'd get both the 5 and 10 abilities, and the 10th level ability from stealth. Hope that helps.
even back to 3.5: http://www.enworld.org/forum/showthread.php?29218-What-exactly-is-a-quot-de ath-effect-quot
A death attack doesn't have to actually send you straight to dead - taking enough damage to die from slay living still counts as having died from a death attack.
In most cases, a death attack allows the victim a Fortitude save to avoid the effect, but if the save fails, the creature takes a large amount of damage, which might cause it to die instantly.
Raise dead doesn't work on someone killed by a death attack or effect.
Death attacks slay instantly. A victim cannot be made stable and thereby kept alive.
In case it matters, a dead character, no matter how he died, has hit points equal to or less than his negative Constitution score.
The spell death ward protects against these attacks
It may be frustrating, but it's not too late to multiclass!
Unchained has very few changes - you don't have to take all of them to allow the class!
If your DM won't at least let you go unchained rogue, consider taking the http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo-rogue-a rchetypes/eldritch-scoundrel-rogue/ archetype, though you'll have to get your DM to let you retrain slightly.
Dagger master rogue can increase damage with daggers.
But if you're using a core rogue, with daggers, no archetypes, and a 16 dex I'm sorry to say the way the system is written you will almost never do relevant damage compared to any warrior type class.
Part of me would be tempted to go completely against type and make a barbarian or something, just to see the look on the enemies' faces when the succubus they assume is going to be sneaky and seductive suddenly hulks out on them.
Seconding (thirding?) that a succubus mesmerist would be terrifying, though something involving rogue is probably the natural choice. Or maybe a slayer?
Don't forget Bloodrager ^w^
Well, found my next PC. That won't break Rise of the Runelords too badly, right? :D
Haha well it certainly would if you start a level one game with 8 racial HD XD
One issue with gunslingers - the GM sometimes has to be rigorous about enforcing misfires, clear actions, and weapon costs especially level 5+. Furthermore, even targeting touch, eating a -8 from cover/precise shot on top of, say, deadly aim and range increments should present a problem. Intelligent enemies can also not get too close, or get the gun slinger first. Being in melee, sunder, disarm, all screw a gunslinger.
Oh yeah I've got a bunch
bard - dirge of doom with barbarian - terrifying howl
magician bard with casteres
arcane domain with arcane casters
oh wait for this party ok
wait why is someone 1 level behind with 4 npc levels?? 0.o
Errr, nothing specific to the classes really - you have 3 kinds of clerics so you've got all the usuals covered.
improved invisibility on the rogue.
there's a hellscape cleric spell that ups fear saves. Of course just shakening people in the first place lowers saves.
Shatter defenses also works for the rogue combo.
sacred summons in general but also for rogue flanks.
It looks like 5 combatants and the wizard, so anything that works for mostly everyone is great:
prayer
blessings of fervor
haste
divine favor or power cast by clerics individually
teamwork feats e.g. shield wall
are you talking about feats in the future? Or are they still building characters? or?
Dwarf Warlock (fiend) HP 10, AC 16, Init +2, Spell slots: 1
"What a sh!tshow! Nobody's in charge around here?!?!
Hmm, I've got this healer's kit but I'm not much use with it.
You there! Sniveling snot goblins! SILENCE AND LISTEN TO YOUR TEACHER"
You could be a half elf evangelist with breadth of experience, fast learner, improvisation, improved improvisation and (deific obedience) evangelist and have even better bonuses all without even bothering to put ranks in there. The catfolk bonus only improves bardic knowledge from 1/2 level to full level, essentially, while costing 1 hp/level. So by level 10, only +5, not that great. For comparison, the above build of irori has a plus
4 sacred (obedience)
2 half elf
4 improved improv
4 evangelist
4 bard
2 breadth of experience
=+22 + int + equipment to every knowledge without even bothering to put 70 ranks in them...and also most other untrained skills...
or instead of being a bard at all, channel the trickster as a medium:
http://www.d20pfsrd.com/occult-adventures/occult-classes/medium/
and get +3-4 to all skills instead of just knowledge checks. That's +19+stat to every single skill...at level 10.
Seems pretty cool, but hard to give specific feedback. Sounds pretty large in scope, might or might not be hard to have players stay on the rails. Also unless it's high level, it often quickly begs the question of why don't the gods just do the things themselves.
It depends hugely on the party's make up, general optimization level, tactics, etc. Probably not cause a TPK at that level, because they should have a bunch of ways to bug out if it goes poorly - teleport, dim door, breath of life, invisibility, fly away, run away (if monk) etc.
That said, if you throw this at them: http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic- green/green-dragon-very-old
It's unlikely to go well for them.
Additionally, running a high level pathfinder combat is often relatively difficult. Fights can drag on, there are tons of rules and spells, and all this is compounded by a large party. So without knowing anything more, I'd stick to around CR 14-15 first, or if you do go for a higher CR, stick with something relatively simple to run, and that doesn't have a lot of ways to chase them if they decide to call it.
I like to start by crafting a story from the mechanics in cases like this, where you have a build you want. How did they get to the material plane? How did they learn a chelish fighting style? What is their relationship to fey? If they started as a fighter, how were they inducted as a holy warrior? Etc.
To answer your original question, yes I see level and experience and age as related. I prefer adeific reason or something to level quickly, or an ap stretched to decades.
For your scenario, if I was the gm, I'd suggest that we come up with a reason the character was 40 and only level 3.( I'd reflavor the negative levels). Perhaps she was a commoner or something and taken to the ring later in life. Perhaps she was lucky and was rarely placed in a match.
A scroll of reincarbate isn't *that* expensive. I wouldn't have a problem there.
This build still doesn't have proficiency in two firearms, which you need for Marshal.
At first I was thinking feather domain, but occultist is better.
I think they just covered their bases. Often the developers don't have in mind a specific interaction, or have every feat memorized. Certainly that would work, there are probably other ways to get bull rushes off on a full attack I don' even know (like the maneuver master monk iirc)
There's nothing to be restored, unless you count magical preservation. In some places, there's a layer of industrial filth in the sediment, huge isotope signature, etc. But nothing fantasy Golarion-ites would even understand.
Now, a 30 million year old magical civilization could easily have time bubbles, magically sealed vaults and fortresses, etc.
No, there aren't really that I know of, partly because feats are very powerful. Here's a mostly 3.5 list:
thelist:
Alertness (Ioun Stone (Dark Blue Rhomboid), 10k, DMG)
Aquatic Shot: Pearl Trident (Stormwrack)
Blind-Fight (Corsair's Eyepatch, 3k, MIC) "grants you the benefit of the Blind-Fight feat for 1 min." Usable 3/day, Swift (also grants See Invisibility).
Cleave: Rankbreaker Glaive (Arms and Equipment Guide)
Combat Reflexes (Serpent Armour, 12k, MIC)
Empowered Turning (Greater Holy Symbol, )
Extra Music (Songblade, 6,400gp, CV) Only when wielded and only 1 extra bardic music/day
Extra Slot (Pearl of Power, Lvl*Lvl*1,000, DMG)
Extra Slot (Momento Magicka, Lvl*Lvl*1,500, MIC)
Extra Spell (Runestaffs (various), Varies, MIC) Generally only x/day
Extra Slot/Spell (Wands and Staffs, Varies, Everywhere) Normally 50 charges, not permanent
Extra Stunning (Monk's Belt, 13k, DMG) Only 1 extra stunning attack/day
Extra Turning (Nightstick, 7,500, LM)
Extra Turning (Reliquary Holy Symbol, 1000, MIC) Number of extra turn attempts given varies
Extra Turning: Sword of the Glorious Pearl (Stormwrack)
Far Shot (Helm of the Hunter (Array of the Manticore), 9k, MIC) "grants you... the benefits of the Far Shot feat"
Far Shot (Horizon Goggles, 8k, CM)
Great Fortitude (Belt of Endurance, 10k, A&E)
Improved Initiative (Bracers of the Blinding Strike, 102k, MoF)
Improved Initiative (Dragonfly Medallion, 29760 GP, A&EG p. 131)
Improved Disarm: Quarterstaff of Battle. Disarm "...as if you have the Improved Disarm feat" (Magic of Faerun)
Improved Trip: Staff of Mighty Sweeping (Magic of Faerun)
Improved Unarmed Strike (Bracers of Striking, 1,310gp, MoF) Upgradable as a double weapon
Improved Unarmed Strike (Ring of Might, 4000 GP, MoF p. 146)
Improved Unarmed Strike and Improved Natural Attack (Unarmed Strike (Fanged Ring, 10k, Dragon Magic 101) The INA only works if you're a monk or already have a natural attack (see post 26)
Improved Sunder (Sundering weapon enhancement, +1, MIC)
Improved Sunder (Dragonfang Gauntlets, 8,610gp, MIC) 3 attacks/day
Metamagic Spell Trigger (Metamagic Wandgrip, 6k, CM)
Mobility (Mobility armor enhancement, +1, MIC)
Mounted Combat/Ride by Attack (Battle Bridal, 9k, MIC) Only when mounted
Precise Shot (Precise ranged weapon property, +1, MIC)
Precise Shot: Rod of Magical Precision, 12,000gp. Complete Mage pg 128.
Quickdraw (Eager weapon enhancement, +1, MIC)
Quickdraw Crystal: 300g, Magic Item Compendium.
Ride by Attack (Riding Boots, 12k, MIC) Only when mounted
Run (Panther Mask (Gharyn's Monastic Array), 2,700, MIC) "provides you the benefits of the Run feat"
(Sudden) Metamagic feats (Metamagic rods, varies, DMG and MIC) 3/day, doesn't change spell level
Spell Penetration (Third Eye Penetrate, 8k, MIC)
Sudden Extend (Aquamarine of Spell Extending, 3,700gp, PGtF)
Track and Scent (Headband of Pursuit, 15k, Secrets of Sarlona)
Track (Mask of the Tiger (Garb of the Hunting Cat), 4k, MIC) "grants you the benefits of the Track feat"
2WF/Improved 2WF (Gloves of the Balanced Hand, 8k, MIC)
Weapon Prof: Bows (Bracers of Archery Lesser or Greater, 5/ or 25k, DMG)
Up the Walls: Nimblestep (Lost Empires of Faerun).
Whirlwind Attack (Whirling weapon enhancement, +1, MIC)
All the same stories from above can also be set underwater. You just have some interesting twists - travel is much faster and 3D, while sightlines are shorter, so you have more surprise circumstances even out of seaweed forests.