This year I was number 6837 in the list and needless to say, 5 of my 10 choices were sold out including the slot for the 12-15 I chose(Sat 2-7pm). After my wish list finished processing, I immediately noted the empty time slots I had and went back to the Event Finder for an alternate 12-15 special slot. It was somewhat slow going, but there were 3 different times that had openings and I got a ticket for the 8am-1pm Friday slot. Ironically, my other 4 missed events, they all eventually had people drop tickets from their cart. I ultimately ended up getting in everything from my wishlist. :)
Akeela Valerian, the Wolf wrote:
For some reason the link adds a space before the last 4 characters. I believe it's the same announcement from Gencon about the May 6th catalog release date say you saw.
In light of all the new Ki Powers for the Unchained Monk, along with the buff to base hit points, would it be reasonable for a rebuild to change the favored class bonuses along with those levels from Monk to Unchained Monk; say from 1HP/level to 1/4Ki pt/level? Lots of people are saying the Ki Pool is now insufficient for all the abilities that require Ki Points now, whats the harm in allowing a couple more pts added via favored class bonuses?
Just curious, why Aasimar? Was there a particular Heavens revelation you were considering buffing with its favored class bonus? Or just the extra +2 stat? In my opinion getting extra spells as a favored class bonus for a spontaneous caster would be better. Some good feats:
Revelations:
I like Moonlight Bridge, Coat of Many Stars too.
Atarlost wrote: Oracles are like one of those flashy sports cars with no back seat and a boot the size of a wellington. You struggle to carry groceries, can't carry more than one passenger, can't carry groceries and a passenger at the same time, and get lousy gas mileage. They're powerful, but a sedan or van or wagon of pickup/ute is able to actually fill the purposes for which people own motor vehicles. An oracle is the class you tack on when you already have all the roles filled. Roles are overrated.
BadBird wrote: Either way it's a non-issue, since the part about fighting defensively only being a -2 comes before the 'while in Crane Style' text, making it a general benefit that doesn't require you to be in Crane Style. You can attack with Mantis Style, then change into Crane afterwards to claim the defense bonus. The only way it could be an issue is if you're attacked while attacking, in which case you're not claiming an extra +1 dodge. Oh no. What he said basically. Here's the mechanics. I used to do a similar thing with Dragon Style/Crane Style on my monk. 1. Beginning of round, free action to Mantis Style.
In this case you don't even need Combat Style Master as you can use a Swift Action to start Mantis Style. However, if you wanted to utilize Crane Style, Wing, and Riposte more effectively and gain the benefits of having the style active, you would need Combat Style Master and then add this to the above: 4. After attack, free action switch to Crane Style.
My PFS Lavode De'Morcaine wrote: I learned yet again, that my casters tend to horde too many spells for the end. Not sure, but if my sorc had started really opening up early on we might have had more chance to get farther in BK3. But I'm always worried that I'll get to the final fight with only a couple of level 1 spells left. It's a fine balancing act in the Bonekeeps for sure because there are so many encounters. My oracle was hording his spells like a bag of One Rings. The group I was with got to the end and I ended up casting the following. Fortunately, we had a bard that did most of the buffing. Detect Magic xAlot
As for my experience, great but parking was horrendous and did they gouge you in parking fees around the city this year.
The Dwarven King wrote:
Hey, I recognize this group. It was a blast playing with you guys.
Alorha wrote:
A monk's fists are considered magical weapons once he reaches 4th level if he has Ki Pool and at least 1 Ki point in his pool.
George Aber 443 wrote: Will there be a chance to get into the Friday night Special: Legacy of the Stone Lords via generics? Or am I looking at being accused of heresy by getting a good meal and some sleep? Your chances of using generics is very slim. I don't think they let any in last year. Your best bet would be to check daily at gencon.com for returned tickets. Last year, I spent two weeks checking a couple times a day and I got one.
Under A Bleeding Sun wrote:
What, what, what???? ;-)
cartmanbeck wrote:
Have you registered for your badge? You would access event registration through your badge. Mouse over Registration, click on Register for Origins. Click "Access My Badge". Once logged in, choose Event Selection from the drop-down menu.
Wondering if these two instances would work? Chirurgeon with the Discovery Tumor Familiar and Breath of Life formula. 1. Can the Tumor Familiar deliver a touch Breath of Life(or any cure wds) infusion extract to anyone? 2. Can a Tumor Familiar deliver the Breath of Life back on the master if he died that round with Touch Injection in effect? The extract is considered in a "Magical Sac" in the Alchemist and would still be in effect or would Touch Injection duration end with the Alchemist's death? Thanks.
I agree about the Heavens Oracle. They're great for battlefield control with the Awesome Display revelation used with their bonus spells. Whichever you choose, I'd go with a race that can give you the favored class option to add a new spell to your known list of at least one level lower than you can cast. As a spontaneous caster, you need all the spells you can get.
SlimGauge wrote:
I don't think it works like that. Plus you only get the channel boost if the the bonus becomes permanent, 24 hours. The first 24 hours it's a temporary score bonus and only applies to skills and statistics for the relevant ability. Plus, this isn't even an ability, it's a feat.
RafaelBraga wrote:
I believe the general consensus is that some style feats have passive benefits not requiring to be in the style to gain them. And since there has been no official FAQ response for this, I think it's as intended. This would mean the "while using XXXX style..." is not redundant. Now it makes sense to think, if your interpretation was correct, that unless you're actually in crane style, crane riposte wouldn't give you the extra bonus to hit when fighting defensively. What about Crane style's bonus to hit while fighting defensively? It doesn't have a style feat as a prerequisite so would it necessarily apply for the requirement of being in the stance for RAW on page 78? Then the question becomes, how does that apply to other style feats with similar wording, or text before the "while using XXXXX style...". Let's look at Dragon Roar for example. Quote:
Does it make sense to say you only get that additional Stunning Fist when you're in Dragon Style and you lose it when you end the style? Could you technically gain another use of Stunning Fist every time you enter Dragon Style with Dragon Roar?
Claxon wrote:
I know, I was just suggesting an alternative that accomplishes the same thing without going into questionable rule mechanics.
I use this very feat combo with my monk. I think the OP is delving into uncertain rules where it's not necessary. The way I do it is only a -1 to hit, assuming Crane Riposte is taken. Here's my sequence I've been using. Begin Turn
Ends up being -1 to attacks with dragon style and ending round in crane style.
Zark wrote:
You can't go wrong with Metamagic rods. Reach is a nice one to have for healing at distance in a pinch when it's dangerous to get too close, and especially for something like Breath of Life in later levels. Persistent if you have save or suck spells.
I have an oracle myself and here are the spells I find that I use the most, or plan to take once I get more level 3 and can use level 4 spells. Level 1: Bless, Sanctuary, Liberating Command, Remove Fear, Endure Elements. Level 2: Protection from Evil Communal, Align Weapon, Remove Paralysis, Lesser Restoration, any of the ability enhancing spells. Level 3: Prayer, Dispel Magic, Remove Disease, Daylight, Invisibility Purge. Level 4: Blessing of Fervor, Restoration, Neutralize Poison, Freedom of Movement, Protection from Energy Communal.
Coriat wrote:
I was just trying to say that the probability of getting a riposte has significantly increased for the high AC characters, like monks. Winning or losing the encounter doesn't matter.
Tholomyes wrote: They'll get more, if only by virtue of the fact that they're getting attacked more often, but otherwise it's less, since they won't provoke if the attack actually hits. Besides, there are much better ways to get the opponent to provoke attacks of opportunity, and chances are, even with the AoO, they'll lag behind other martials in DPR, possibly even moreso, because, not only do you have the issue of Monks' low damage output, but you also have to consider that more of your limited resources are going to boosting your defense, rather than your offence, making you even weaker, damage wise, than a normal monk, who isn't regarded as king of DPR, shall we say. Even if they were attacked the same, they would still get many times more ripostes than before. Crane Wing/Riposte example vs. 4-attack monster all 20's to hit Chances for riposte with old version: 5%, 5%, 5%, 5% = 18.5% chance of getting the AoO Chances for riposte with new version: 95%, 0%, 0%, 0% = 95% chance of getting the AoO
Tholomyes wrote:
For a high AC monk, that always fights defensively, Crane Riposte should yield significantly more AoOs than the old versions(Riposte and Wing). Anything that boosts the DPR for a class, often stated that lags behind the other martials, is worth it. Maybe not so much for the lower AC MoMS dippers who depended on that deflection in battle, but, well as has been pointed out, the fact the MoMS can get the chain so much quicker than everyone else was the problem to begin with.
About Leb UninInit +3; Senses darkvision 60 ft.; Perception +6
Skills:
Appraise +7, Craft (alchemy) +10 (+12 to create alchemical items), Disable Device +8, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +6, Spellcraft +8, Stealth +8, Use Magic Device +4; Racial Modifiers +2 Craft (alchemy) Languages Common, Draconic, Dwarven, Elven, Gnome Sylvan SQ alchemy +2, darkvision, discovery (precise bombs), eternal hope, obsessive, poison resistance, poison use, pyromaniac, throw anything, weapon familiarity Combat Gear acid flask (2), alchemist’s fire (2), crossbow bolts (20); Other Gear alchemist’s kit, mithril chain shirt, dagger, formula book [extracts prepared, plus comprehend languages, endure elements, bomber’s eye, reduce person], light crossbow, quarterstaff, 1358 gp, 5 sp. SPECIAL ABILITIES:
Alchemy (Su) Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magicusing the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not. An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discoverybelow). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed. Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligencescore equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligencemodifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to hisIntelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like awizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them. Bomb (Su) In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier. Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else. Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses. Discovery (Su) Precise Bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect. Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred. Mutagen (Su) At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. Obsessive Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome'slevel; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. Throw Anything (Ex) All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Weapon Familiarity Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Adventures:
Boons:
Kassen's Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the results of the second roll, even if it's worse. Once this ability is used, cross it off the Chronicle. |
