Seagull

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Organized Play Member. 22 posts. No reviews. No lists. No wishlists. 12 Organized Play characters.


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Grand Lodge

Are the playtest threads still up? I tried searching but kept only finding redirects. If we could find the evidence in the playtest that the devs OK'd it then that should be sufficient for my GM

Grand Lodge

Willuwontu, is there a place in the rules where an attack is defined or differentiated from a weapon? My GM might take that argument if so.

Also, I was aware of the weapon versatility thing :)

Grand Lodge

Azothath while I appreciate the response, it in no way addresses the question I asked.

Grand Lodge

2 people marked this as FAQ candidate.

I've seen these gloves recommended everywhere as a means to increase Mystic Bolt damage. However, they don't appear to be legal. I feel like I must be missing something because so many people recommend them. The bolts state that they can't be made with magic weapon special abilities, and the gloves grant corrosive, which is a magic weapon special ability. So what am I missing?

Warlock Vigilante | Deliquescent Gloves

Relevant Mystic Bolts text:

The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons, and the bolts can be used for two-weapon fighting [...] and feats and abilities that apply to weapon attacks [...]. Creating a mystic bolt requires the hand to be free, but the bolt appears only briefly, so a warlock using mystic bolts has a free hand any time she isn’t attacking with a mystic bolt.

The warlock threatens with a mystic bolt, but only if she has a hand free. Because mystic bolts are impermanent, a spell that targets a single weapon (like magic weapon) can’t affect it, nor can a mystic bolt be made with magic weapon special abilities. Abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts.

Relevant Deliquescent Gloves text:

If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability.

Grand Lodge

Thanks Tarik, great input.

I realize Mystic Bolts aren't going to be amazing damage, but it just was the best / only archetype that fit the character concept I had in mind.

So if you were me you'd take Acid @ level 1, Fire @ 7, then Electric/Cold at 13 / 19?

Grand Lodge

I'm about to start Hell's Vengeance as a Warlock Vigilante. I can have my bolts do 1 type of damage that I pick at level 1, and another type at 7, 13, and 19.

I can pick from Fire/Cold/Electric/Acid

I wanted to pick Fire at level 1 and then something else at 7, but I wanted to make sure I'm not completely screwing myself by choosing fire.

If almost everything I'm going to be facing has high ER or Immunity to Fire, early levels could be extremely difficult for me. Any advice? Thanks!

Grand Lodge

Decided not to take this Talent. You can close/delete this thread.

Grand Lodge

Decided not to take this Talent. You can close/delete this thread.

Grand Lodge

I am picking my Elemental Armor (Warlock) energy resist type, and once I make the selection, I can not change it. I am not looking for spoilers, but I don't want to pick a type that will never be used against me.
With Elemental Armor I gain energy resistance and eventually Immunity vs. this energy type. My options are Fire, Cold, or Electricity. Any suggestions?

Grand Lodge

I am picking my Elemental Armor (Warlock) energy resist type, and once I make the selection, I can not change it. I am not looking for spoilers, but I don't want to pick a type that will never be used against me.
With Elemental Armor I gain energy resistance and eventually Immunity vs. this energy type. My options are Fire, Cold, or Electricity. Any suggestions?

Grand Lodge

Looks like I can't edit my previous post. So far I've got the following build:

Human
7/19(17+2)/14/16/10/7

Medium 1 (Channeling: Champion Spirit) / Vigilante (Warlock) X

Feats:
lvl1 Spirit Focus
lvl1 Point Blank Shot
lvl3 Precise Shot
lvl5 Rapid Shot
lvl7 Weapon Focus: Mystic Bolt
lvl9 Two-Weapon Fighting

Vigilante Talent:
vig2 Arcane Striker
(the rest your preference)

Just for a snapshot on Mystic Shot damage (since that's what we're all trying to fix here) here's what I've got:

lvl 2: +7 for 1d6+6 (vs. AC)
lvl 6: +9/+9 for 1d6+9 (vs. Touch) [lvl 4 ability point in dex, no dex belt or any other items]
lvl 9: +11/+11/+11/+6 for 1d6+10 (vs. Touch) [no dex belt or any other items]

EDIT: I've been up for nearly 24 hours so my math may be wrong, feel free to correct it! Bed time!

Grand Lodge

45ur4 those are some cool ideas.

I necro'd this thread in hopes to stir up some additional discussion on making Warlocks viable.. I'm dying to play one and am hoping people can share more ideas on getting the most out of mystic bolt & other class features.

Grand Lodge

Wait, now I'm confused. Since when do Fighters get free weapon focus?

Grand Lodge

NielsenE wrote:
Maybe I'm missing something, but there is no "Campaign Mode" for Kingmaker (assuming you're talking about complete run of the AP using homerules for PFS chronicles.... there's no campaign mode option for Kingmaker)

I mean AP. Non-PFS.

Grand Lodge

I've built this Bard (Archaeologist Archetype) for an upcoming Kingmaker ran in Campaign mode.

I was hoping to get some critique of the build I've come up with. The goal is to have moderate damage while retaining most of the Bard spellcasting & skillmonkey functionality.

Here's what it looks like. Human alternate racial: Comprehensive Education.

7 / 14 / 14 / 12 / 9 / 19 (17+2)

Traits:
Fate's Favored
Tattooed Mystic (Starknife poficiency)

lvl 1) Divine Fighting Technique -> Way of the Shooting Star for CHA to hit & damage
lvl 1) TWF
lvl 3) Quickdraw
lvl 4) Rogue Talent -> Combat Trick -> Point Blank Shot
lvl 5) Rapid Shot
lvl 7) Leadership
lvl 8) Rogue Talent -> Weapon Focus: Starknife
lvl 9) Arcane Strike
lvl 11+) ?

Plan is to buy a Blinkback Belt & Headband of Charisma ASAP, as well as Muleback Cords so I'm not encumbered. Will probably take the Human Bard FCB to get extra spells. This build should give me plenty of skill points for knowledges & social stuff, a solid spell list with the Human FCB, and adequate damage with thrown weapons.

I know I don't have Precise Shot, but in an open campaign like Kingmaker and only 1-2 other melee combatants, it shouldn't be a problem. Also, I can use the Starknife as a Melee weapon without penalty if needed. Thoughts? Improvements? Suggestions?

EDIT: Forgot to mention, the GM is allowing me to take Leadership and have Followers do Kingdombuilding stuff, while allowing 1 Cohort of my level-2 max for use in-combat.

Grand Lodge

Sorry to Necro this thread, but I've tried to send Bigdaddyjug a PM but he must have PMs turned off.

How do you have 20+ to all your knowledges with this build?

Grand Lodge

1 person marked this as a favorite.

Neat! I've been playing a lot recently with the PFSOnline group, and I have found my home. Such a diverse international group of friendly, welcoming, and knowledgeable players. Glad they are getting a small shoutout with this boon.

Anyone interested in joining can chat with us on the Discord chatroom 24/7 at http://PFSChat.com

- Clay

Grand Lodge

Mercy me, this is quite unmerciful indeed.

Grand Lodge

3 people marked this as FAQ candidate.

This is indeed troubling. You're giving up stuff for this Archetype, but the archetype doesn't seem to be able to function RAW.

*marks this FAQ*

Grand Lodge

Thanks guys, all the replies have answered all my questions!!

Grand Lodge

Thanks for the replies so far. So let's say I was holding Whip and Longsword and standing right next to the foe.

1) Whip trip
2) Longsword AoO

Grand Lodge

Hi there. I play a Bard with a Whip in one hand and a Longspear or Longsword in the other. When I get access to Greater Trip, please confirm/deny that this sequence of events is RAW

1) I use my Standard Action to make a successful trip attempt with my Whip.

2) Greater Trip feat - Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

3) I use my Longspear/Longsword to make my single attack of opportunity.

My understanding is that since I am never using both weapons during the same action, I wouldn't suffer TWF penalties on the AoO with the Longsword.

Can anyone confirm this? And even better, could anyone point me to the rules so that if a GM asks, I can show them? Thanks!