(Almost) every cleric has to have a holy symbol, and (almost) every wizard has to have a spellbook, and it's utterly baffling to me that these are not the most frequently enchanted items, since loss or damage to one can anywhere from inconvenience to cripple a member of that class.
Every Wizard(/Magus/Alchemist/Cabalist/Warlock/Eldritch Scoundrel/ect/ect) I've seen reach higher levels gets a Blessed Book ASAP because it literally has a negative cost when filled up.
Spellcaster (Read: non-alchemist) created potions are enchanted, not brewed. Thus I think they all look (and taste) like ordinary water by default. Some exceptions like Cayden made potions that are alcoholic would exist, but not be the standard.
Alchemist/Investigator-made potions are an entirely different question. They'd definitely have some consistency across creators (same formula, same results), though multiple formulas might produce mechanically identical effects and some non-active ingredients may tint the creation.
James Jacobs wrote:
If it's a tradition, that raises the question of who keeps track of it. It also raises the question on how Cayden's date of ascension can be lost.
For that matter, how did Iomedae do it? Cayden genuinely doesn't remember and Norgorber isn't telling, but her method ought to be one of the big acts for her church.
Are there any races descended from humans that have the proper anatomy for reproduction (some Changlings and Planetouched don't) that explicitly are not fertile with humans? Tieflings, Aasimar and Half-Dragons explicitly can, and I presume Changelings and Dhampir can as well since there's sorcerer bloodlines for them. I don't know off-hand anything about Half-Elves being fertile with humans in Pathfinder, but I'd presume they're fertile given their prominence I'd expect it would have been mentioned by now if they weren't.
Horse types. There's only three "normal" horse types and heavy horse is strictly better than light horse after the (negligible by level 3 if not 2) cost. If most higher level adventurers have them, it should be expanded to types like Courser (higher speed, lower strength) and pack horse (higher strength, lower speed)
I'm disappointed Groetus is listed as Harm only and not open to CG characters. I really liked what the Kingmaker video game did with the Harbinger of Last Days, and a few new bits here seem like a rejection of that lore. It emphasized he's not the cause of the end ("chaotic neutral" for a reason), it's just inevitable. One ending even has a priest of his
learning to enjoy existence while it lasts, even if it will end eventually
Some kind of compilation book for the best softcover mechanical stuff with the known errors patched and stuff made to work with newer stuff (like early spells added to Hybrid and Occult class lists). I think something like this could still be done for the 20th anniversary of 3E's core+the d20 system in August.
Rogue that gets light pick, light hammer and handaxe instead of shortsword, and rapier. Weapons that resemble tools and provide each damage type instead of obvious bladed weapons. This comes at the cost of them being worse weapons overall.
For Janni, you're missing one important thing: Plane Shift twice gets to you to anywhere on the prime material with a maximum of 500 miles off target. That's effectively Interplanetary Teleportation, especially when combined with a plain old Teleport spell. That's an exploit that has been known since 3E and I'm surprised hasn't been changed with the system's emphasis on long distance travel (though on the same token I'm surprised Planar Binding got it mostly intact).
You only get weapon focus if you're already proficient, otherwise you become proficient. I was thinking human, but if trading a feat for proficiency (transitively), Half-Elf would indeed be better. In-fact, now that I look at it again, despite the name there's no reason not to take Orc Hornbow instead as it isn't limited to martial weapons.
Any advice on this? Got interested after noticing the following.
Martial Performance (Ex): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).
That unlocks Weapon Specialization, +2 damage per attack, which is a decent feat for archers. This stacks with the damage boost from Inspire Courage. A Tuned Bowstring solves the problem with holding a string instrument and shooting at the same time, though that comes late (but ultimately doesn't matter since the important bardic performances don't care about your skill check, so you can dance or sing untrained).
Thoughts on this build?
Any archetypes this would work well with? It wants Inspire Courage's boost high and needs versatile performance left intact, but otherwise doesn't depend on other bard features.
I agree Oratory would be out without some way of speaking in animal form. Singing is probably OK if the new form can vocalize noise at a reasonable volume. Anything with an instrument would require a form that can actually use it, but would be fair game if possible (aside from the obvious monkey, loads of things could play a drum, though not necessarily carry one)
You probably want to use the charisma focus to use Improved Demoralize or the various feint feats+frightful display to sack enemy saves to maximize how effective your spells are. If your allies are consistent (read: not SFS) makes sure they have a Cruel fusion on their weapon to sack saves even further.
Other than that, I'm stumped.
An amentum is a long leather thong that attaches to a standard javelin. Before throwing, the amentum is wound about the javelin’s shaft. You then throw the javelin while gripping the amentum, imparting spin on the weapon and greatly improving its range. Attaching an amentum to a javelin is a move action, and winding it is a full-round action. Javelins can be stored with amenta already wound about them. A javelin wound with an amentum is considered a martial weapon
That last sentence seems to indicate it's just an accessory rather than its own weapon. Is that correct?
If you're playing a Goliath Druid, check with your GM what "megafauna" means. PF has used it for both its really world meaning (big animal) and non-dinosaur prehistoric beasts.
If you're going Goliath Druid, I recommend building into the (somewhat ridiculous) Vital Strike build. Since at 12th you'll be Huge in size, why not go ahead and make your one giant smash each round even more giant. With an Impact weapon and a 1-level dip into Titan Fighter or 3-level dip into Titan Mauler Barbarian, you can cap out weapon size. Shaping Focus lets you not lose progression in Wild Shape while dipping levels. Just build out all the things that make your giant smash go.
Huge actually comes at level 14. You can go Half-Orc to get a 1d12 weapon without dips.
Basic stuff weighs 43 pounds. Dumping the bedroll, 5/7ths the rations, gear maintenance kit and extra clothes on a donkey lowers it by 18 pounds to 25. 9 strength is sufficient to carry that, and 8 would be too if not for the weight of the clothes on your back. For a small character, basic stuff weighs 16.5+6 with the same split. A minimum of 8 strength is needed to avoid encumbrance.
Martial contingencies weighs 19 pounds (9.5 for small), but 10 of that is from the bizarrely massive sling bullets that weigh half a pound each (In reality they're closer to 8 grams). If the GM insist/PFS, give the BSF 18 or so of your bullets to reduce it to 10 (5) pounds.
With studded leather that's a total of 55 (!) pounds for medium characters and 31.5 for a small character (neither including clothes). Replacing the studded leather with lammalar cuirass drops this to 43 and 25.5 (Basically strength isn't remotely as dumpable for dex fighters at low level as people think)
Simulacrum's power is merely greatly diminished, but still overly powerful, if you can't bypass the part of creature requirement. Using it on yourself can break the action economy and make something that churns out lower level crafting stuff. It keeps much of its crazy just by taking pieces of fallen (non-humanoid) enemies. That forces the GM to be very careful about what they throw at the party, which is something it does just by existing in a spellbook unprepared.
It's not a very big list as far as I can tell. The level <6 spells with credit costs (searched spells for Credits on AoN and took out ones just referring to permanence) to cast are Raise Dead, Animate Dead, Awaken Computer (not on mythic list), Reanimate (even more narrow than raise dead), and Reincarnate (same). What's a better trio for it than Animate Dead, Raise Dead and Restoration? Any of the resolve point costing spells really worth casting every day while you need the points for other stuff?
The cool thing about free raise dead is you can use it on NPCs. That's something players don't consider (at least not for more minor NPCs) till it's free and it breaks plots all over the place. It also makes you really notable in a setting.
I put rope under class specific stuff because 10 pounds is a lot for anyone that doesn't have a positive strength mod... which is most characters (also, for the record, a dagger is also in the kit).
Summoner would be something like
For a total 75.05GP+whatever weapons you want
One of the advantages of breaking down the stuff to components is most classes don't really need much work beyond what's listed.
I saw a thread on this for Starfinder. I don't know of any equivalent for Pathfinder, so I thought I'd make a list myself since it's always one of the biggest time sinks in character generation for me. I’ll only use core and UE for simplicity (I’d include the class’s native book if I knew Gunslinger or Occultist well enough to include an example for them).
Basic stuff (45.05GP)
Martial contingencies (26.2 GP)
Stuff to split with group (non-PFS)
Class specific (pick applicable)
Your choice of primary weapon (Martial weapon users)
Good options wrote:
175GP Martial (Fighter, Paladin, Ranger, Cavalier, Samurai, Warpriest, Vigilante)
121.25GP+cost of chosen weapon
175GP Archer build
140gp skill monkey (Rogue, Ninja)
121.25GP (116.25 for strength based)
105GP Martial (Bloodrager, Barbarian)
96.25 (101.25 GP if require an instrument)
70GP Druid (this one is special because of their armor restrictions and weird proficiencies)
70GP Wizard/Sorcerer/Arcanist (and Witch even though it gets more GP because it doesn't really need anything else.)
I didn't miss anything obvious here did I?
These were briefly mentioned in Pathfinder. Decided I'd do a quick writeup.
Before Android emancipation, many Androids were built with bodies that resembled children, but fully developed minds. These Androids were used for purposes such as undercover bodyguards, human interaction, and maintenance crew for narrow areas. Some were even used for subterfuge and wetwork, as their appearance made them beneath suspicion, and most opposition would hesitate to harm them. These patterns are manufactured to this day, either because the foundry that created them continues to produce the same designs it always has, or in areas where android emancipation is not recognized.
A Child Android's ability score adjustments are +2 Dexterity, +2 Charisma and either -2 Strength or -2 Wisdom. Child Androids are one size smaller than normal (minimum small). Additionally, Child Androids nearly always have the Impersonation Matrix alternate trait.
The best part of Adaptive Casting hasn't been mentioned yet: They're spell-like abilities.
Page 262 of Core book wrote:
If a spell requires an expenditure of credits or Resolve Points as part of its casting, a creature that can cast the spell as a spell-like ability does not need to pay such costs
Free Raise Dead! Free Animate Dead!
Frankly I'm shocked Paizo still fails to realize what giving PCs their choice of spell as SLAs without a clause about casting time and material components being the same does.
As for stacking Spell Feint with demoralize, remember that Cruel weapon fusions are a thing. If an ally with such a weapon hits you can bring the enemy down to -5 on saves.