Do purchases made with prestige points still follow the "always available" rules that purchases with GP need to follow?
Okay, just to give some context, this character was somewhat inspired by the weapon ideas in RWBY where their melee weapons are also guns. Therefore, I was looking at doing something along those lines. This build focuses on the warhammer musket.
Feral Hunter 1/Mysterious Stranger 1
Str: 16 +3
Feats: Rapid reload-musket
Melee: Warhammer (from musket) 1d8+4 (+6), +4 (+5) to hit, x3 crit
3rd level Fighter-21 HP, +2 BAB, feats-point-blank shot and bloody vengeance
EDIT: HP is done without factoring an extra hit point per level rather than the class skill or skill point, but that's definitely an option.
I've been intrigued by the shield champion archetype from the Advanced Class Guide, but was wondering if it could work as a melee dex build as well. To that end, could a light shield used for shield bashing be considered a light weapon, and therefore, benefit from weapon finesse. I don't know that sheer logic says yes, but also not sure that RAW would be opposed to it. Following up on this, could the agile weapon property be added to a light throwing shield to get dex to damage on it?
Okay, so the syngergist witch-- "At 1st level, a synergist gains the ability to meld or unmeld with her familiar as a standard action. While the familiar is melded, its body becomes part of the synergist's and can't be targeted or affected by any means (including ongoing effects), though the familiar can still communicate its feelings empathically. The symbiosis causes the synergist to adopt some basic physical features of the familiar and grants additional abilities based on the synergist's level."
Therefore, logic tells me that this combo would mean that the synergist witch would get a constant +2 to AC while merged with the familiar. True, the merge does not allow the animal to attack separately, but RAW says that the familiar can use the bodyguard feat "even if it doesn't threaten the attacking foe."
According to the write up on this wondrous item from Ultimate Equipment, "This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost."
As a follow-up, one of my arcanist exploits is dimension slide. If I were to be prone, could I teleport to another spot without standing, or would I need to stand first. It is not described as a 5 foot step, but rather, "This counts as 5 feet of movement." Wasn't sure how to interpret that for mechanics of game movement.
So, my daughter has a PFS-legal tiefling (played before the cut off date) and she's already rebuilt her, but still wasn't happy. Now, she's a got 3 chronicles, so this is her last chance to rebuild.
I have a PFS character built up to level 2 with nothing but GM credit, so I was looking at what I might want to do with this character.
Anyway, this is all just vague idea at the moment, but I wondered how viable people may think this is. Furthermore, I wanted to clarify rules a bit. Imperious states that it is a human only bloodline. Since half-orc and half-elf both count as human plus the other race "for any effect related to race," does this mean they could take this bloodline, or does it mean human bloodline as in pure human?
Okay, I have a weird character concept which I think will be fun to play. My concerns are: 1)How to make sure this works within the party without sabotaging it 2) How to best make this work.
Here's the character concept. I am playing within PFS, so all such rules apply. My character will be a sylph (I have two such racial boons) and I was going to go elemental (air) bloodline sorcerer. however, I stumbled across crossblooded and decided to add in Rakshasa as well. This makes him an excellent liar. 6 times per day, he gets to add +5 to a bluff check.
Kind of a weird idea I've been tossing around. I have a PFS tiefling I played once to make legal, but really wanted to build into a new class. I came up with an idea, but I don't know if it would actually work.
Yep, this guy should be fun to play.
So, my daughter and I play PFS (so we have to stick within Society-legal options) and we have each managed to get a racial boon. She is going to be an undine watersinger. She really wants me to build my sylph as another type of bard so they can have a shared backstory in which they're traveling minstrels or some sort. We've come up with the name Wind and Waves for the performing duo. Yep, because water elemental and air elemental lineage. Anyway, I think arcane duelist is my best option as she'll play more as ranged weapon attack (and the water fighting, of course).
So, the write-up on totem transformation says:
While using totem transformation, the ape shaman may speak normally and can cast speak with animals (primates only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The ape shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape."
It has the details about totem transformation, then goes into the bit about using speak with animals. After this, it gives the minutes per day bit. My confusion is whether the minutes per day applies to totem transformation as a whole or if it is specific to the speak with animals. My guess would be that it is intended to mean the totem transformation ability, but as written, it would seem to be specific to the speak with animals.
I'm making a human mesmerist who will be significantly more successful when he reaches 2nd and I multiclass him.
I'll have unnatural lust as a 1st level spell (because making the foe run lovingly towards a barbarian is just a good choice). I'll be using a wand of hypnotism. He'll suggest that there's great music playing and they should dance. Because it's funny. His feat choice at 1st will be spell focus: enchantment.
Please feel free to give me feedback. I've got an occultist build I think is pretty fantastic and could outperform a same level fighter.
Str: 20 +5
I'll be using his two traits to help his will save an initiative.
Therefore, AC is 17 (10+6 from four-mirror armor+1 from deflection cloak) and his melee damage is 2d6+8 (1.5 str and +1 enhancement) and +6 to hit (str and +1 enhancement).
I know some people frown on the dump stats, but I don't foresee a situation where a fellow party member couldn't get us through a social scenario, and with the wis dump, the +2 base score and a +1 from the indomitable faith trait yield me a +1 to will saves.
My biggest disappointment with this build was learning that I have to wait until 5th level before I can add a belt of strength and get a +2 more to my str.
My 11 year old daughter recently ran her first adventure (yep, my baby girl's a GM), and we did a test run at home before she ran it for Society play. I took advantage of that opportunity to play some occult characters. My party consisted of:
The adventure was Rise of the Goblin Guild. The chase scene worked out really well with this group as it was such a nice array of skills represented (except for the kineticist who has no real skills to speak of). When we caught the goblin, she was easily made friendly by the mesmerist's charisma-based skills. Obvious conclusion here: mesmerists can really shine in the social scenarios.
Overall observations on the characters:
Encounter specific observations:
After this adventure, I changed my build of the spiritualist slightly by opting for the scythe over the twin kukri and changing his feat from two-weapon fighting to dodge. Hopefully, this will help. My favorite thing about the class from this experience was that the phantom gives the skill boosts even after being dispatched. Way different than the summoner who has no benefit after the eidolon is dispatched.
I used one of these characters for the actual run of the scenario (with a real party and other players and everything), but I'll post that separately.