I have a warpriest that just hit twelfth level and I'd like some feat advice for my new bonus feat. Some background for the character. I wield a scythe and if I have to move then I use Greater Weapon of the Chosen plus Improved Vital Strike to swing once and roll twice and take the better of the two rolls. I also play this character alongside my wife's character that wields Improved Crit Kukris and has Butterfly's Sting. So we abuse me having a x4 two handed weapon with high accuracy and her giving me free crits.
My feats so far (these are a mix of normal odd level feats, warpriest bonus combat feats, favored class bonus combat feats, human starting feat, and warpriest free weapon training--there has also been some retraining along the way so if some of them look like I didn't meet the prerequisite when it's listed, it's because it was later retrained when I met the prereq for it).
Wapriest bonus: Weapon Focus (Scythe)
I get two bonus feats at level twelve (one from favored class bonus and another from just being a level 12 warpriest)
So of those two, can anyone think of anything that would be better?
My character's background is that they owned a teahouse but it got shut down. That's my reason for being at the rally at the start. Occultist seemed like a good tea-reader because their Object Reading ability. I decided on a silksworn because I normally play PFS and this will be outside of it so it's about the only chance I'd have to play one.
I don't really know anything about occultists so I don't know what their strengths are or what implements to start off with.
My ability score will be high int, above average charisma, and some dex from a 20 point buy. I was thinking Peri-blooded aasimar for +2 int/cha. (silksworn mental focus is based off int and cha instead of just int).
Any input or thoughts on details about how to build out an occultist would be appreciated.
I've been out of the loop and too busy with real life (and SFS) to keep up on this. I signed up for a game tomorrow and decided to see if there was ever anything more said about it. Now it comes out that not only has the decision remained the same, but now the first deadline has moved up. All I've got left to say is that I'm greatly saddened by this decision and I'm really disappointed with the direction the campaign leadership has decided to go. The only bright side here is that there's officially a full rebuild.
Yes, supposedly you can't make a readied attack against an enemy outside your reach, even if it puts a bit of itself inside your reach by attacking you. Hence the feat.
"Supposedly"? Of course you can't hit something outside your reach... That's exactly what this thing does. If something colossal hits you from 20 feet away, then you can now ready to attack them. This lets you get close enough to hit them without provoking via movement--of course this doesn't help if they attack someone else, but it's not a bad option.
Paul Jackson wrote:
Definitely. Ranges are necessary.
Likewise, I had a heckuva lot of trouble finding the stats for the gun in the desert vs the worm. I couldn't find it on the starship weapons charts at all. Afterwards, it occurred to me that perhaps it was just a regular level four gun. But my PCs crit the worm with it after they'd brought it down to half health so I just told them they killed it.
I mean, if you prep a starship page, then sure, you can already have it in a good place. But that was the only piece of information missing from the stat block that kept me from just running it without having the rulebook in hand.
It basically just means that if someone is next to me with a reach weapon, instead of taking a guarded step and still being in a spot where they can hit me when I provoke from a spell/ranged weapon, I'm instead just going to take a move action (and probably tumble) and provoke from movement to get to a safe spot.
Sir Thugsalot wrote:
That's not how rounds work in pathfinder.
prd, combat wrote:
Effects that last a certain number of rounds end just before the same initiative count that they began on.
That's basically my point. All this theory crafting is being done to show that "this is useless at 20", well, all that theory crafting is basically useless because the "level 20 play" is just theory crafting. Obviously that's exaggeration/hyperbole, but it proves my point.
I very briefly glanced through the space combat section, and while I understand each individual role and the action they can take, and when they can take them, there's at least one thing that wasn't immediately obvious to me. I haven't been able to spend any more time looking through the rules as I've been very busy, but this has been rolling through my head so I was hoping someone could just chime in and address it.
Long premise for just this but..what's "Push" for an action? Some actions are labeled that but I didn't see what it actually means.
I'm confused about The Vat Garden encounter. If the plants are causing total concealment, then no one above can see Exagara or the goons (or vice versa), right? So they get attacked immediately when the first one descencds into the vat? Is the point of stating that there's a 50% miss chance just because that's the rule, even though these PCs won't really have a way of pinpointing any location that the NPCs are in?
GM Blake wrote:
A wizard-loving player was crushed when he saw the boons under the crossed off section for missions not attempted.
That's completely understandable and while it was gracious to put it out that way, I also feel like it's kind of insulting to those that had the chance to get it but didn't because of in-game choices with no way of knowing that a different choice would have led to this.
I've got a rogue in my playgroup that wants to take at least a level in bard for RP reasons--I've told him that he can thematically get the same thing if he just takes some ranks in Perform (Oratory/Sing), but
With some room for possible table variation, the Nature Mystery of Oracle if you take the 'Bonded Mount' revelation. (As in, I could see some people taking an overly narrow view and saying no, though I personally think the overall read would be yes).
If anyone argues with you, tell them to show you the definition of "class feature" to prove why it doesn't work.
There weren't enough starfinder slots. Being extremely unlucky with Gen Con's queuing system this year, I got none of the events I actually wanted. There was mention of getting more slots filled in, but I was never able to find any more that were posted. There were the odd tables here and there that had some availability pop up, but for those without downtown hotels, those games were basically non-options.
Nobody knew what was going on with the Stafinder quests the night of the PFS special. There were people lining in the hall for "the gms to get back from dinner" but they found out that there were no tables available, this is after being told by the volunteer HQ that they would still be running the quests.
You're missing the point. It's not that the weapon is the sword, it's the branch of the society that oversees martial training for initiates. See HERE.
Here's the crux of it.
Lore wardens lost a feat. It's not just that "lore wardens are a finely oiled machine" that other people above have been saying. It's simply that characters are now losing a feat. Effectively, we've been told "push your feat progression back 1 or 2 levels". Now there's a choice involved. For my lore warden, it means that the feat I was looking forward to getting for my level 11 "capstone" no longer exists in my character's playable future. This character that I've been playing for ~2 years is simply dead. No amount of retraining will be able to turn him into what he already was (or was close to being).
When I make a character, I don't just come up with a backstory. I plan out every mechanical aspect to the max. At the big level, I know what classes I'm taking and how those abilities will work together. I know what feats I'm taking at what level. I know where each skill point is going. I know what purchases I'm making and how they affect my character's effectiveness.
This change to the Lore Warden isn't about whether or not the new one is more or less effective, it's about a house of cards I built and someone took a card out of the middle and said "oh, here's a different card, now put it back together." At that point I'm just going to pick up all the cards and put them back in the box and walk away.
"Feeding on unwilling intelligent creatures is an evil act."copied from the original post.. With this logic swinging a weapon at an unwilling intelligent creature is evil. Throwing a spell at an unwilling intelligent creature is evil. It is amazing that characters in pfs are able to do anything at all. The end result of all three if these is a defeated out dead opponent. Does it really matter how I defeat them?
Except you're inserting your own logic into a place where there wasn't previously. It merely says "Feeding on unwilling intelligent creatures is an evil act." That's just how it is in the pathfinder universe. Nowhere is there any implication by extension or any other means that indicates what else you're attempting to stretch it into.
Nowhere does it say that "attacking" is evil. It says "consuming an intelligent creature" is evil. They are in no way similar and any attempt to simply state that "they must be equivalent" is simply wrong.
What Changed: Clear Spindle Ioun Stone
Bob Bob Bob wrote:
Ah yes, that's what I meant. I saw the link at the end "see time" and thought those were all different properties for the "timeless" trait. I did definitely mean "erratic".
I know I'm being melodramatic, but I'll just add in that I'm super not happy that my 9th level guy isn't allowed to be grandfathered in. The new archetype doesn't do it for me. I know it's similar, but it's different enough in exactly the wrong ways that it doesn't work for me anymore. I guess I'll just see what else I can rebuild it into at this point. He'll probably just sit on the shelf indefinitely.
Signed ~unhappy customer.
Kevin Willis wrote:
I wasn't asking the monster to reroll his sword, I was asking you, the GM, to reroll that d20. And I've got this handy tape measure because I was trying to see what all the fuss about this "war gaming" thing was. Ah, yes, I was correct, you are within 30 feet of me. So, please, won't you reroll that die now?
Kevin Willis wrote:
Oh, two. When I'd first read it I thought it came with a trait on its own and subsequent castings added additional traits. I'll have to add that to my considerations.
Philo Pharynx wrote:
Ah, I hadn't considered an item of plane shift 1/day with just a permanent plane.
I'm not exactly worried about the GM saying no, it's definitely his prerogative, but he's a very lenient GM and this is also a mythic campaign so the standards kind of don't apply here.
Kevin Willis wrote:
Yeah, I meant for this to be in the rules forum. I just had too many tabs open and thought I was in a different one :/.
I just fired off a quick thread before lunch, just wasn't paying close enough attention until I got back and noticed the thread wasn't in the rules forum :(.
I've got two issues with HeroLab. The first is the cost. I've got ~76 physical books--plus pdfs. They do not have a pricing plan that lets me buy what I want in an affordable way. If I want "everything", they don't even have a price plan for that.
My second issue is that it makes pathfinder too accessible without teaching anything--said simply, if a player makes a character with HeroLab, there's nothing that teaches them the mechanics for their character. Now there are lots of other ways to get here (i.e. ways outside of HL), but at least if someone builds their character themselves the old-fashioned way, chances are they're going to know how their character works and what their character does.
The first issue is merely my perspective and is literally just a matter of how much money you're willing to throw it. The second issue is exacerbated by HL, but in no way HL's fault. It can be a good tool, but in my observations, it too easily facilitates lack of knowledge vs other options.
For what it's worth, on my warpriest I had a +4 adamantine scythe by the time I retired. Any special abilities I wanted on the weapon I put there with my sacred weapon ability. I would suggest you do the same with your scimitar--basically for the same reasons @Volkard Abendroth mentioned.
p.s. This guy played almost all of season 6 so the adamantine was necessary long before the +4 made it obsolete.
Fighter takes it's turn with a keen fauchard. Crits. Familiar takes an AOO. The AOO causes the fighter to take an AOO. The fortuitous weapon provides a second AOO at -5. This AOO causes the familiar to take as attack of AOO.
That's not what those abilities say.The fortuitous weapon provides a second AoO for the fighter. It does not "cause the monster to provoke" a second time which is what is needed for Paired Opportunists to work. Fortuitous lets you hit an enemy twice with a single provocation--it does not cause the enemy to provoke twice.
Improved crit, outflank, menacing amulet of mighty fist, paired opportunist, and a fortuitous weapon are the components of this build.
Can you explain how you're benefiting both from Outflank and Paired Opportunists? I know they're both good, but they very rarely work together.