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Organized Play Member. 52 posts. No reviews. No lists. No wishlists. 14 Organized Play characters.


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Sovereign Court

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Gisher wrote:
lareman wrote:
By taking 4 levels of fighter.

No need. Staff Magi get Quarterstaff Master for free at first level.

UM wrote:

Quarterstaff Master (Combat)

You can wield a quarterstaff as either a two-handed or one-handed weapon.

Prerequisites: Weapon Focus (quarterstaff), base attack bonus +5.
Benefit: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.

I stand corrected.

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By taking 4 levels of fighter.

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So, I have chronicles from an AP to get a character to level 4. I was thinking about making an unarmed Magus, but there seems to be quite a few different options for that. I already made some sample builds, but can't really decide on which to pick. So please help me out, and if you have any experience playing an unarmed Magus, let me know! Right now I'm pretty sure I'll be running with Finesse and an Agile Amulet of MF, since I can afford it right away.

The options are:

Esoteric archetype
+gets scaling unarmed damage
+some more enchant options
-slightly worse spell progression (although spell tattoo feature makes it slightly less bad)
-loses spell recall

Normal magus with IUAS
+full spell progression
-loses a level 1 feat for IUAS

1 level UC Monk dip
+gets flurry; really handy with a spell like frostbite (you lose the charge if spell combating with Arcane Mark, right?)
+some extra saves
+acro and stealth class skills
-loses one level of spell progression

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216: Test if dead baby jokes are funny when acted out.

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I think bosses with multiple initiatives can work, but there needs to be something to make sure they're not consecutive, imo. Two straight full attacks or castings of 1-round spells could be a bit too much.

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I would recommend Inner Sea Gods, maybe drop Cohorts and Companions, Arcane Anthology, Animal Archive and Heroes of the Streets unless you specifically want something from them. Also unless you're GMing or just like to read the entries, Bestiaries aren't necessary.

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You can't, you need to use the UC Summoner. Besides, your threads are in the wrong forum.

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Prof. Löwenzahn wrote:
Alex Mack wrote:

There's really no indication that this should work with extracts. It says it works with potions but using an extract is like casting a spell and will always require a standard action.

Still this is a good feat but sadly worded a bit ambiguous and based on how the advanced version is worded I'm assuming you can only use the contents of a standard tankard once per combat (either to drink or to attempt a dirty trick).

I can see two indications, really:

1.) It says "potion or other liquid". Since extracts are pretty much liquids, it works RAW.
2.) It says "potions" and extracts are said to function like potions.

You might argue that effects which only affect potions are not usable with extracts (such as the acclererated drinker trait), but this wording of all liquids working with the feat seems quite obvious.

Potions work like using a spell as well, by the way.
And spells do not require Standard Actions per se. Quicken spell, Warpriest Fervor, Bloodrager Blood Conduit, Bloodrager spells that are casted as free Actions with greater bloodrage, Magus Spellstrike. The list of non Standard Action Spells is quite big.

I agree that you can use the tankard`s content only once (unless you refilll it of course), that's why I suggested the fighting tankard with 6 extradimensional spaces.

Since Accelerated Drinker doesn't work with extracts, I doubt it was the intention that this would either, but it looks like RAW it would. Extracts also work a bit differently than potions, since drawing them is a part of the action it takes to use them.

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For ultimate cheese, give it the protector archetype. Your eyeball just vastly increased your hp. For ultimate weirdness, make your eyeball imaginary with the figment archetype, then give it the bite evolution for true eyebiting action!

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After a few levels, one casting of Ant Haul every morning will keep you going. It triples carrying capacity for 2h/level. If low level, while traveling to the dungeon, you can dump your extra stuff onto a mule (8gp) and use a scroll of Ant Haul before entering and grab your stuff.

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If this was true, then a barbarian would need only 11 CON for Raging Vitality. I doubt that's intended, but I wouldn't really mind.

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I think Throw Anything mentions bombs only to prevent double INT to damage. And if you take an option that removes TA, the Bomb class feature still tells you to add INT to their damage.

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I want to like the Warlock, but it's simply lacking in power. If all bolts were touch attacks, it might be decent. But as-is, it requires too much feats and does very little damage with not many ways to add it. All I can think is that a magus just does a similar thing better.

Edit: just realized that all bolts are touch at level 5. That makes the class at least workable, good.

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derpdidruid wrote:
Iareman wrote:

-Skills-

Who cares?
Ranks in acrobatics can up the AC bounus given by total defense.

I didn't even know that. Nice, since I might end up using a cautious kineticist halfling in the future.

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Alright, this build is not viable in any way, but it's an interesting thought experiment. This is assuming you can fight defensively while controlled raging. Theoretically up to 46AC if also using a reduce person extract.

Halfling
N
Fighter 1 / MoMS 1 / Urban Barb 1 / Alchemist 1 / Kineticist 2

STR 5 -3
DEX 22 +6
CON 16 +3
INT 10 0
WIS 12 +1
CHA 11 0

Spd 30ft
Init +8
Per +1

HP ?
AC 33 (39/44)
Breakdown: (10 + 6dex +1size +1trait +6armor (shroud of water w/ 2 burn) +5shield +1dodge +2deflection +1natural +4mutagen +2cont.rage +5def.fighting w/ cautious fighter, crane style = AC44 when on a mutagen, raging and fighting defensively

-Attacks-
Not for me, bruh

-Traits & Racial-
Reactionary
Defender of Society
Halfling Traits + Fleet of Foot

-Feats-
1 Dodge
1B Weapon Finesse
2B Crane Style
3 Cautious Fighter
5 Shield Focus

-Important Specials-
Elemental Focus (Water)
Elemental Defense (Shroud of Water)
Infusion: Kinetic Blade
Basic Hydrokinesis
Controlled Rage
Mutagen

-Skills-
Who cares?

-Equipment-
+2 Mithral Hvy Shield 5k
+2 DEX Belt 4k
+2 Ring of Prot. 8k
+1 Amulet of Nat. A 2k

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Woodoodoo wrote:
Are there any other classes besides Rogue, Investigator, Slayer and Archaeologist Bard that can disarm magical traps?

Trap Breaker Alchemists can do that at least.

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Domains. Versatile, powerful and thematic.

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I don't really understand how EPS could be perceived as op. Even at higher levels, color spray is better in many situations - 15ft cone for 1 round of stun. The damage is so low it doesn't give much advantage, only the range really makes EPS comparable at all. When compared to higher-level spells, there are plenty of good examples that are much better, for example blindness/deafness as a level 2 spell totally cripples an opponent that fails a save, potentially permanently, has longer range and isn't even mind-affecting.

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Never had a woman in a group, and none of the regular Society players here (10+) are women either. One is biologically female, but identifies as male, so I wouldn't really count him either.

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Oloch, because he's actually good at combat.

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Claxon wrote:
lareman wrote:
How about Warpriest, with maybe a Fighter dip for feats? It can make even a starknife viable. The Arsenal Chaplain archetype also gets weapon training at level 5.
Why warpriest? Fighter's can use advanced weapon training to get the scaling weapon damage effect, and I'm not a fan of the reduced BAB of the warpriest.

Arsenal Chaplain compared to a fighter:

+Spells
+Swift action buff spells, extra bonus for Fate's Favored / Divine Favor shenanigans
+Good will saves

+-Can get Advanced WT at 6th level, since class levels count as BAB and Fighter levels for bonus feats
+-1d6 damage for your weapon of choice, maybe +1 damage for 1d4 ones

-3/4 BAB
-Less bonus feats

Of course, if you don't care about spells, no need to bother. The swift action buffs are the selling point of the Warpriest for me.

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How about Warpriest, with maybe a Fighter dip for feats? It can make even a starknife viable. The Arsenal Chaplain archetype also gets weapon training at level 5.

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My highest-level PFS character is a Dwarf Inquisitor of Droskar 9. I can tell you it's some mighty fun, especially with judgment and bane on in the higher levels. Originally I made the character because I wanted a dwarf who's good at socializing, and the Conversion inquisition does that perfectly. Nothing funnier than rolling +19 diplo checks with 5 CHA. The inquisitor is good at combat, has some very nice spells and amazing skills for out-of-combat situations.

Ability scores at 1st level, which I think were quite optimal:
STR 17
DEX 12
CON 14
INT 12
WIS 16
CHA 5

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I expect every character to contribute something in combat. It's fine if most of your skills are out-of-combat, but you can still aid another, spam a crossbow or throw alchemist fires. Cowering in a corner using total defense is unacceptable for me.

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One thing that has amazed me in Emerald Spire is that many levels have had toilets. There was one in particular, where every other room seemed to be a restroom, and the big bad had a private toilet as well.

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Gisher wrote:
It's probably a lot simpler to take the Familiar Arcana and have your Familiar deliver the buffs.

Indeed, but whipping your allies to buff them is thematically way cooler.

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Anonymous Warrior wrote:

I don't know of a way to intentionally lower your own armor class, though perhaps one could argue that you could forgo Dodge bonuses and take an effective Dex of 0 (-5 Dex to AC), but I don't have any precedence to base that on.

As a side note, unless your rogue is wearing no armor, your whip cannot deal damage to him, unless I'm missing something here.

Yeah, I guess I wouldn't deal damage. Doesn't look like that would be necessary though, as spellstrike only requires a successful attack.

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I'm thinking of using some unconventional tactics as a magus. Namely, buffing allies through spellstrike. The idea is something like this: I have a whip - spell combat vanish and use the whip to deliver it to a roguish comrade 15ft away, then try to trip an enemy.

Now, nothing prevents me from doing this, but there's one problem. It looks like I would still need to actually hit the ally normally (for 1 nonlethal damage). Is there any legal way for the ally to lower his AC for my attack, so that I hit automatically or more easily?

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thejeff wrote:

Exactly. Why do you want death to be scary? What do you expect to get out of it? How will it improve the game?

Figure that out and it's probably possible to make the changes. As is, we've probably got multiple purposes going and some fixes will help for one person's but not with someone else's.

This. I don't think it's a necessity that death is scary. For low-level characters it still tends to be, but high-level ones have usually already established themselves as heroes worthy of resurrection. The scary part could come from the consequences of their momentary absence, like the villains winning an important battle while the PCs were busy being raised and having their bodies recovered, or escaping to raise their dead comrades.

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CWheezy wrote:

Orange prism ioun stone is good.

If you can get the cash otherworldly kimono is sick

Sick, yes - PFS legal, no.

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BigNorseWolf wrote:
Spell effects automatically go POOF in between scenarios unless its a continual flame , secret chest, or a masterwork transformation.

Or if you cast something into your spell-storing armor/weapon during the session and have the GM write it in the chronicle.

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True Resurrection doesn't need any remains from your body, that's why you would choose to have it cast. It's hard to Raise Dead someone who got plane shifted into a sea of negative energy. If your body is intact, Raise Dead is obviously the way to go if you have to pay for the material costs.

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Rennaivx wrote:

The character type distinctions are used in the Pathfinder Society organized play system. A Core character is created using only options from the Core Rulebook (i.e. no oracles, no traits, etc.) while a regular character is able to draw from any source designated legal for Pathfinder Society. The distinction only matters if you intend to play in Pathfinder Society games; if you're playing a home game with no connection to PFS, go nuts. :)

There are many different ways to get involved in online Pathfinder games. For text-based games, this board is designated for people currently putting Play by Post (PbP) game groups together, while the Gamer Connection board aims to assemble people for face to face games, whether in-person or on a digital platform such as Roll20. Speaking of Roll20, it's also a great way to find games - it has a Looking For Group feature that will let you connect with others who want to play.

Hope this helps, and welcome to Pathfinder!

Core characters still get two traits from the web Traits document.

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The Mesmerist doesn't need that much in items. You can focus on the spells and class abilities that boost them. Magic weapons and armor not required.

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Thanks Taku, your post was really helpful. I think I'm just going to pump STR up and go with less armor. I did survive Bonekeep 2 with an AC18 melee inquisitor, so I'm not that concerned about the defences.

Fruian Thistlefoot wrote:

Have you considered Dragon Disciple? Take a spear and Use claws/bite when they get close. Buff on your turn and move to catch a AoO or 2. Use buffs, No Save spells, and Utility. Core only feats do not hamper a solid built DD.

They can get real Beefy and Survivable with huge NA bonuses and D12 HD.

The issue with EK is you do not get to see Spell Critical. When it comes to Gish the Magus and Bloodrager just blow Core only options to smithereens.

Quote:
a person who wants to achieve both mental and physical perfection by combining magic and arms.
What better embodies Physical and Mental Perfection more than a Dragon? They are the Pinnacle of your Plane. Entire Towns tremble before them and they can single-handedly kill armies.

I'm aware that the Magus and Bloodrager do the same thing much better, but I won't be seeing those classes at the table since we'll be playing Core mode. The Dragon Disciple is actually a good idea though, the only issues with it are the lack of BAB and less spell progression.

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MeanMutton wrote:
lareman wrote:

Hello, I'd like some advice regarding spells, feats etc. with a Core Gish I'm building for PFS, with the intention of playing through the whole of Emerald Spire. The character concept is of a person who wants to achieve both mental and physical perfection by combining magic and arms. I know it's not the most mechanically viable concept, but I find it fun to make unexpected things even with the limitations of core.

I'm not really sure whether to go with Fighter or Barbarian for the martial level, but I'm leaning towards Fighter since rage and the lack of a bonus feat make Barbarians less versatile in combat. The caster class will certainly be Wizard, because I'd love the flavor of a greatsword as the arcane bond, even though a familiar would propably be more powerful. Transmutation also seems like a crazy good school for a gish with the bonus to a physical ability score. Naturally I'd be going Eldritch Knight as soon as I meet the requirements.

First - I'd skip the barbarian because you can't cast your wizard spells while raging. Fighter or ranger get you the requirements you need for Eldritch Knight.

Do you get traits?

As far as mixing melee with casting, have you considered going straight Bard or Ranger?

Does it have to be Core? Obviously, the Warpriest and Magus both blend martial abilities with magic.

One crazy idea - consider playing a straight transmuter with just really high strength and con. Buff yourself really high with your spells and see how that goes. Might work for you, might not. I haven't run the numbers.

I do get traits since it's PFS, so magical knack would be helping out. It's core because a local GM announced he'll run the whole Emerald Spire AP in PFS and the Core mode - naturally all this would work out better with more options but I enjoy a challenge anyway. A bard would work in a sense, but a greatsword arcane bond just wins the flavor department too heavily. I also want to be casting a lot, and the wizard spell list offers tons of utility.

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Hello, I'd like some advice regarding spells, feats etc. with a Core Gish I'm building for PFS, with the intention of playing through the whole of Emerald Spire. The character concept is of a person who wants to achieve both mental and physical perfection by combining magic and arms. I know it's not the most mechanically viable concept, but I find it fun to make unexpected things even with the limitations of core.

I'm not really sure whether to go with Fighter or Barbarian for the martial level, but I'm leaning towards Fighter since rage and the lack of a bonus feat make Barbarians less versatile in combat. The caster class will certainly be Wizard, because I'd love the flavor of a greatsword as the arcane bond, even though a familiar would propably be more powerful. Transmutation also seems like a crazy good school for a gish with the bonus to a physical ability score. Naturally I'd be going Eldritch Knight as soon as I meet the requirements.

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The problem is paladins don't get enough feats to sword-and-board until higher levels. But... you don't really need a sword. You can just two-hand a heavy shield - that's only one totally necessary feat, improved shield bash.

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Take the Flagbearer feat and use a flagpole as an improvised longspear. For the motherland!

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Take the Tumor Familiar discovery as a halfling or gnome Alchemist. Get a permanent reduce person on yourself, and a permanent enlarge person on your familiar. Proceed to have super happy fun times riding your tumor into battle!

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I'll put up a submission today. In the meantime, rolls.

Spoiler:

2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 4) + 6 = 12

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I would only apply the bonus once for the spell. So after one kill you'd have +2 to rolls and DR 3/-, but after two kills +3 and DR 5/-.

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If you can muster some gold, a Dwarven Inquisitor with the Conversion or Heresy inquisition and a Mask of Stony Demeanor is awesome. +20 bluff at first level with CHA 5 is always epic! You can even claim that you can't take the mask of because your hideousness would cause people to pass out.

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Deliverance wrote:


THe first thing that springs to mind here is the armor proficiency requirements. It severely hampers alot of builds (Thinking what I might play I had to nix two just off the top of my head)

Any chance of removing the armor requirements for the prestige classes?

2/3 Spell progression classes like Inquisitor are also unavailable due to this. Is this intended?

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From FAQ:

Quote:

Two-Handed Weapons: What kind of action is it to remove your hand from a two-handed weapon or re-grab it with both hands?

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).

As with any free action, the GM may decide a reasonable limit to how many times per round you can release and re-grasp the weapon (one release and re-grasp per round is fair).

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Quarterstaff of Entwined Serpents from Inner Sea Gods. For 5k, cast Magic Missile at will. It even gives you two missiles! The +1 quarterstaff is just gravy.

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Ranger is much better, since they can get Crossbow Mastery already at 6th level.

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Chris Mortika wrote:
And, to double-check, being struck by three or six thistle arrows does not increase the bleed effect. It's still only 1 hp per round, yes?
Quote:
Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.

Emphasis mine.

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Clever Wordplay. Boom, the wizard now became a party face adding his INT to diplo.

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Mighty Squash wrote:

Ammunition is a limited resource. Some GMs are very strict about records of arrows used being kept track of and have no problem with punishing an archer who didn't weigh himself down with an insane quantity of arrows before heading out.

That said, for most games I suspect it is rather overpriced. It might be a life saver, but it might also never come up.

Once you get a bag of holding, you can easily store hundreds of arrows in your pocket, and the low-end ones should be affordable by 5th level. Endless ammunition is generally useless for normal bows, but it would be a nifty way to get a free-action reload for a repeating crossbow.

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