rangerjeff's page
Organized Play Member. 488 posts. No reviews. No lists. No wishlists. 11 Organized Play characters.
|
Some are clear and called out, like Calm Emotions.
What about Command or Charm Person (note in the text of Charm Person it specifically says "does not enable you to control...) I guess my question is what does "results in peaceful acts" mean? Simply not violent? Then Command should work. Charm Person says you can't ask them to do something obviously harmful, so I'm not sure... What about Bane?
I guess I'm thinking the list of Charm or Compulsion spells that wouldn't be affected is rather short, including anything that could possibly result in violent acts, like MC and Dominate Person.
Anybody know where this has been spelled out, if there's a clear list by RAW of what the Mediator trait works with? Or at least, any ideas what it shouldn't work with?
Thanks!
So I've got a fighter with the feat that lets you get a free disarm attempt when you bash with a shield, and I was wondering if a snarling shield works with this to give a +2 bonus to the attack roll that's used as your CMB roll when you hit... I'd think so, but actually when I add snarling to my shield in Herolab, I no longer even see it on the Weapons tab, so I was wondering what was up with that...
And on that subject, one more question.. I understand that with the feat that gives you a free Bull Rush when you hit with a shield bash, having IBR doesn't add anything... but would Improved Disarm add to the free Disarm attempt? Just thought I'd ask.

Going to be playing The Confirmation with my 9th PFS character soon, and had an inspiration for a character. Don't know what the build is exactly, though.
The name was the first thing: The Inevitable. A guy who pushes through attacks, spells, etc., and slowly but surely debuffs, disables, and triumphs through force of will.
An oversimple sketch is a grappler, but that's not what I imagine. Rather, something that considers all major threats, and first maximizes defenses against them. High AC, CMD, DR, saves, rerolls for failed saves, immunities, resistances, deflecting attacks, evasion, all that kind of stuff.
And then be able to advance while shutting down the enemy. So like, resist/deflect/something the first worst attack from almost anything, then start to debuff or deny/prevent. Knowledges? Monk stuff? Any ideas for this build? High hp, certainly.
In balance I'd say, what this build gives up, is the ability to do a lot of damage fast. Rather, it focuses on certain avoidance of a few rounds of any potential enemy's attacks, then progressively debilitates its enemy, then if nobody else is there to do damage, can safely start to do enough damage itself to incapacitate the enemy.
No need to be OP, but PFS wise, should be okay though early levels (though undeveloped,) should be strong from levels 5-9, and should either stay strong or at least not peter off from 10-12.
Monk, Paladin, Inquistor, and Barbarian all thematically fit I'd say. Dwarf or some resistant race like Aasimar or Tiefling maybe, too.
I'm a sword and board fighter that uses improved shield bash, improved twf, bashing shield, etc. And I'm going for high AC.
+1 Deflection is nice, and frees up a ring slot, but I was likely going to get a +2 ring eventually... well, probably not in my PFS career. but I also wasn't likely to want 3 different rings and so need to free up a slot... but worth 2000gp anyways.
anything else I'd take for wrist slot that might make me regret getting the duelist's vambraces?
1/r reduce penalty for attacking with off hand by 2, especially nice with shield slam - this seems really powerful to me... and I assume the reduced penalty is also factored into the CMB for the free bull rush. Is this worth another 6000gp for my build? If it works like I think it does, I'd say yes. If I don't get to factor the reduced penalty to attack into the CMB of the free shield bash, then probably not quite...
So the vembraces only help if using a double weapon or two weapons. I'm a sword and board fighter with Two-Weapon fighting. Not sure if I'd get the +1 deflection bonus? Pretty sure I'd get to 1/r reduce the penalty for attacking with my shield by 2 (whenever I get a full attack...)
Basically, is a shield a weapon? If conditional, when is it a weapon?

|
3 people marked this as a favorite.
|
% off items with a spell prereq with the [Good] descriptor...
So, anybody use this yet? What for? I've got 5% off with the character that played at GenCon (a conjurer), and 10% off with the character that got GM credit for running at a con recently (a sword-and-board fighter.) GM credit gets the 10%, right? Event also scored an Outstanding Victory if that makes a difference.
wand of prot evil (if you don't want to just spend the 2pp, or if you have them from a chronicle sheet with reduced charges.) or scroll/potion
hmm... how about a list of spells with the [Good] descriptor for wands, potions/oils, and scrolls
Cleric:
Bless Water
Prot Evil
Align Weapon good
Consecrate
Prot Evil Communal
Sacred Space
Spear of Purity
Archon's Aura
Magic Circle Against Evil
Holy Smite
Dispel Evil
Hallow
Holy Ice
Holy Word
Holy Aura
Paladin:
Holy Sword
missing anything? that's not much of a list...
so...
Rod of Alertness
Scepter of Heaven
Holy Staff
Discerning Goggles
Horseshoes of Glory
Horseshoes of Sacred Silver
Crown of Heaven
Halo of Inner Calm
Phylactery of Faithfulness
Gravewatch Pendant
Mind Sentinel Medallion
Necklace of Fangs
Symbol of Sanguine Perfection
Silver Smite Bracelet
Abjurant Salt
Bloodbrew Elixer
Candle of Abaddon (oddly...)
Horn of Goodness
Knight's Pennon of Honor
Orb of Golden Heaven
Prayer Wheel of Ethical Strength (good)
Strand of Prayer Beads
Wayfinder, Shining
Zenj Spirit Fetish
Staff of the Avenger
Halo of Inner Calm - awesome for good tieflings
Archon's Torch
Lord's Banner of Crusades
...
that's all I got, I'm sure there are more. Some interesting ones in there. Likely more spells with the [good] descriptor, I just looked through Cleric spells, and stumbled up Holy Sword. Then searched my Herolab Magic Items for evil, then holy, since so many [good] spells are either holy or vs evil.
ah, forgot weapons and armor:
Devil's Key
Valor's Minion
Demonsorrow Curve Blade - somebody please save 90,469 (-10% for some) for this for season 5 play. If you build a character up to 11th just through GM credit, this is the weapon you want.
Everflowing Aspergillium
Holy Avenger
Stake of the righteous
Ghost Mirror Armor

On to my 8th PFS character, and it's time for a melee type, 1st character archery ranger (now 10), 2nd conjurer (9), 3rd archery cleric (8), 4th witch (5), 5th sword and board fighter (5.2), 6th saurian druid (3), 7th funny touch cleric/sorcerer dip (3)
So, barbarian, since I've never made anything that smashes
intro:
A child of the harsh deserts of Osirion...
Moved to Sothis young, a bit of an outcast by birth as a half-orc in a city of humans, he found answers in the underground cult of Norborger initially. There was something he liked about it. Liberating items and lives from their rightful owners. But then he was reminded of Rovagug from a Belkzen assasin (Rovagug is quite popular in the desert), and found his true calling. Everything is wrong, and must be destroyed. Eventually anyway. It's going to happen. And he'll help it along as he can.
Dangerously Curious? Yes.
PFS is rationalized by the theory that accumulation of power is dangerous, and the more powerful the Pathfinder Society gets, the greater the chance of it exploding or being subverted or misused. Idealists are the most dangerous people in the world, anyway.
build summary: religion/Rovagug is a big part of this guy. destruction=sunder so he's going for Spell Sunder (and CAGM when he reaches Seeker levels.)
Half Orc (true neutral):
City Raised - no weapon familiarity, prof in whip, +2 to know (local)
Rock Climber (or building climber...) - +1 to acro and climb, lose intimidate
Sacred Tattoo - +1 LUCK bonus on saves, lose orc ferocity
Invulnerable Rager - gain DR (1/2 level)/-, and resist fire or cold (1/3 level, I'll take fire from the desert) - lose uncanny dodge, imp uncanny dodge, and trap sense
Urban Barbarian - Crowd control for +1 dodge and +1 to attack when adjacent to 2 or more enemies, and Controlled Rage option, lose fast movement
Traits:
Dangerously Curious - +1 to UMD and class skill
Fate's Favored - double all luck bonuses - this means +2 luck to all saves with Sacred Tattoo
Starting stats:
STR 18 (+2 racial)
DEX 14
CON 15 (+1 at 4)
INT 8
WIS 12
CHA 8
early purchases with prestige points:
wand of divine favor (+1 luck to att and dam, with Fate's Favored that's +2)
Levels all Barbarian
1 - +1hp, Perception +5, UMD +5, Acro +6, Power Attack, mkw greatsword, mwk chain shirt, 2pp on wand of clw, 2pp on wand of divine favor, misc other weapons, potions (enlarge person, bless weapon, magic weapon, clw,) ioun stone for +1 UMD
2 - +1 skill, Perc +6, UMD +6, Know (local) +5, Swim +7, Reckless Abandon
3 - +1 skill, Perc +7, UMD +7, Acro +7, Climb +8, Combat Reflexes, Adamantine Greatsword
4 - +1 skill, Perc +8, UMD +8, Acro +9, Superstitious, +1 Con, +1 to Greatsword, belt of Str +2
5 - +1 skill, Perc +9, UMD +9, Ride +5, Diplo +3, Extra Rage Power (Witch Hunter), +1 cloak of resist, +2 to greatsword
6 - +1 skill, Perc +10, UMD +10, Acro +11, Spell Sunder
7 - +1 hp, Perc +11, UMD +11, Acro +12, Destroyer's Blessing, +4 belt of str or +2 belt of perfection?
8 - +1 hp, Perc +12, UMD +12, Acro +13, Increased DR, +1 STR
9 - +1 hp, Perc +13, UMD +13, Acro +14, Improved Sunder
10 - +1 hp, Perc +14, UMD +14, Acro +15, Increased DR (now 7/-)
11 - +1 hp, Perc +15, UMD +15, Acro +16, Dazing Assault
12 - +1 hp, Perc +16, UMD +16, Acro +17, Come and Get Me, +1 STR
Through level 7's either belt of +4 str or +2 physical perfection, I've accounted for my entire WBL. Past that I'm not sure what I'll get, and perhaps it's better to put off some of these purchases for other items earlier. Circlet of Persuasion, 4500gp for +3 to Cha skills for UMD (and diplo). Jingasa of the Fortunate Warrior for +2 luck to AC (with Fate's Favored) and 1/d negate crit or sneak. Dragonbone divination sticks for 6400gp to get randomly +3 luck to one save for the whole day (+6 with Fate's Favored, which is +4 more than I already have...)
Armor? haven't planned on upgrading it, figure I'm going to get hit every time and hope I have enough hp and DR to survive longer than they do.
UMD with spring loaded wrist sheathes, Divine Favor and possibly lead blades/enlarge at higher level. May be other uses for UMD?
Finally, little cheesy I know, but is it PFS legal to have masterwork tools for ANY skill? That's how the rules seem to read. If so, yeah, +2 to perception, acrobatics, and UMD from masterwork tools. Hmm.. I'm guessing you have to "ready" a tool, so it would be move action that provokes AoO's, but that's just a guess, how I'd rule as GM. But what's the rule? Should mwk tools fill a slot? Eyes or head for perception, feet for acrobatics (I got Air Jordans!), gloves for UMD?
Edit: mwk tools can only give a limited +2 circ bonus to a skill. Limited either by uses (10 with a healer's kit, eg) or in the ways you can use it (need to open the Pathfinder's Chronicle and read it to get the +2). Since this would be adjudicated per GM, I'm guessing this is not PFS legal? Or could I just say, Acro to avoid AoO's but not to keep balance, UMD to activate a wand only, and Perception to act in a surprise round but not to search?
Also, thinking of swapping to Combat Reflexes at 9th and Improved Sunder at 3rd, and belt of physical perfection at 7th. I'll be getting the Adamantine weapon during 3rd level, and will then love to sunder weapons. And spell sunder at 6th, would be nice to already have improved sunder and not wait til 9th. Combat reflexes is great, but enlarged the feat only gets me one extra AoO/r with 14 dex reduced to 12 (though Controlled rage could help me to be flexible with that), and when I get the belt of physical perfection during 7th level Combat reflexes will become more valuable, since it would then give me at least 2 extra AoO's while enlarged.
In my case, looking at fighter with +4 dex. Right now he's sporting a +2 agile breastplate at 5th level, for +9 armor and +4 dex for 4550gp. But he wants better than this, eventually.
Looking down the list, perhaps mithral hellknight plate is best, at +2, it increases my armor by 3 to +12, and keeps the +4 dex. But dayum the cost, 15000gp. For 12000 I can just bring my breastplate up to +4 and only be 1 less, and keep the agile part (both armors get -2 armor check penalty.) Then again, at higher levels I could drop another 12000 on the hellknight plate and get it up to +4, but I don't really have that option for the breastplate, I could only spend another 9000gp on it to get +5.
Am I missing something?
And in general, what are the best armor choices for AC focused builds given dex bonus desired? I'm TWF (sword and board) so 16 dex base and +2 belt.

It's a PFS item off a chronicle sheet. Won't say from which scenario to not spoil, but from tier 6-7, you get access to it for 4120 gp.
It gives you a +5 competence bonus to Sense Motive, and allows you to draw it deliver a single word command, as per the spell [CL 1st]. Treat as an improvised club when used in combat. Belt slot, so no belt of Dex or Str or Con.
Wasn't impressed when I got access to it for my character, but just now as I'm going over chronicles I had the thought that this might be good for something, to the right character. And then I thought Monk. There's some cool stuff monks can do with Sense Motive, right? And, some monks at least don't need Dex or Str that badly, so wouldn't miss the belt slot THAT much, if Sense Motive really gave them something. And, if unarmed, the monk could draw the sword to issue the Command as part of a move action and then free action drop it to continue on unarmed, perhaps attacking somebody who's now prone. What would be the DC of the Will save?
Any thoughts?
Put this in advice because it's a hypothetical build question more that a PFS question. Who could best utilize a given item. Though this may be general discussion, I don't know.
Hey, about to GM a table of this at Con on the Cob, talking to my local Venture Lieutenant about making it a great event, and I just thought, hey, if somebody at Paizo has the program they ran for the projector graphics and music for the Special at Gen Con, that would be perfect!
So I thought I'd post about it here and see if anybody knows where I might be able to find that program.
Cleric Excommunication Inquisition Domain ability, says it works like Silence but only affecting one target on successful melee touch. Does the target get a save? (DC 10+Wis+2 since silence is 2nd level) Or if the touch attack hits is the target just silenced for a round, as Silence?

Not sure if this is a good base for a build... advice? PFS.
Want Wis>Dex>everything else and Weapon Finesse for touch attacks.
Quickly discovered that low Str makes it impossible to wear any armor, carry a shield and a crossbow without getting to Medium encumbrance. Also wanted to channel, so 3rd level feat Selective Channeling and pick up a Philactery at some point, if I go that route. Also with the low Str, I'd eventually get Mithral Agile Breastplate.
Garuda-blooded Aasimar (+2Wis, +2Dex, See Invisible 1/day) Cleric (Philosophy: Banishment Inquisition and Charm, with tongue as favored weapon just because.)
stat sets I'm considering
Str 10 12 12 8 at Med enc with 10 or 8
Dex 17 18 17 17
Con 12 12 14 12
Int 7 7 7 7
Wis 18 18 18 20
Cha 14 10 10 10
after 1st scenario, GM credit, 2pp for wand of (clw or ilw?), Mwk Agile Breastplate (max Dex +3), Heavy wooden shield, light crossbow, mwk backpack
AC 21
hp 10 (+1 favored class)
touch attack +3 or +4
Skills 1, Sense Motive? Would at least give me one good skill.
1st level Domain Abilities
Charm: 7/day touch attack to daze no save 1 round creatures with hit dice equal to or less than me
BI: 7/day whenever you make a touch attack, DC 14 (15 with 20 Wis) will save or shaken for 1d4 rounds unless evil outsider, then frightened 1d4 (DC goes up with Wis and 1/2 per Cleric level, so level 4 with Headband +2 DC 17/18)
8th level Domain abilities swift Charm for short duration, and Dismissal with +2DC as a touch attack
Traits: Helpful (I plan to aid another a lot with weapon finesse gauntlet threatens), Beacon of Faith (+2 to my cleric level once per day as free action for domain abilities, so I can daze a guy with up to my HD+2)
Spells: Inflict light wounds x2, though a Cause Fear might work, too, once I've shaken somebody. And Charm Person (D) need Cha for opposed checks...
As you can see, my inspiration is the way the two 1st level Domain abilities work together... is this a sustainable strategy?
Also thinking Theologian with just Charm for Dazing Touch creature my HD+2 all day long and once my HD+4 with Beacon of Faith, so that I could use my shtick against bosses. Not sure if that's worth giving up the Shaken, though. Mostly against bosses I'll be flanking/aiding another, Inflicting.
Also, thinking about a Sorcerer dip. Crossblooded/wildblooded Empyreal Serpentine, so my charms/mind-affecting/language dependent compulsions effect animals, magical beasts, and monstrous humanoids as though they were humanoids, and Reduce Person 5/day for +1 AC and +2 to hit with touch, plus 3/day Heavenly ray, Disrupt undead, ray of cold, and mage hand. Actually, if I keep the 14 Cha build, I wouldn't need to Crossblood with Empyreal, giving me 2 spells known at 1st, but only 4 spells per day. Unless there's another bloodline to crossblood with?
I'm pretty sure the answer is no, only pets allowed in PFS are animal companions/familiars/class features. No using Handle Animal to train a 50gp dog your 1st level Ranger bought in a store. But can anybody point me to the rule that says this? It's for a new player of mine who really wants his Bard to have a dog.

Just worked up some spreadsheets to calculate % damage change given different crit threat weapons when applying bonuses or penalties to attack, and one thing I knew but which was made starkly apparent, is that buffs don't make much difference once you're hitting on a 10 or better.
This idea popped into my head to address that.
How about on a hit where you beat the AC by 8 or more you automatically threaten a crit? Or Fort save DC 10+CMB with a penalty equal to how much more than 8 you beat the AC by with staggered for 1 round if fail.
And if you beat the AC by 15 or more you auto-confirm a crit? (Negating even the 5% fail chance if you had rolled a 1 to confirm.) Or fort save DC 15+CMB with penalty equal to how much more than 15 you beat the AC by with stunned for 1 round if fail, plus the above save for staggered.
This way, there's a little more reason to buff the BSF that already has +21/+16 vs AC 28-30 for example. And the BSF has more reason to keep pumping his bonus to attack.
I guess a way of rewarding a build that goes full into maximizing to attack bonuses. Maybe at +10 and +20 over AC... would want to be careful of over enabling a x4 crit monster.
And it would make combat a little more interesting for those guys that hit 4 out of 5 times already, instead of just counting up the damage, they'd be checking for hits at +8 and +15 to see if they could add an effect to their great attack rolls.

Have GM credit to 2 already, and looking at build at level 8 to gauge long term build quality.
Oni-Spawn Tiefling LN Cheliax Asmodeus
Level of Ranger just for +2 Ref, +1 BAB, FE human, and mainly wand of Lead Blades
At level 8:
Str 24 (enlarged, belt of str+2, alter self Oni-Spawn SLA)
Dex 10 (enlarged)
Con 12
Int 10
Wis 22 (+1 at 4 and 8, +2 headband of wis+2)
Cha 5
hp: 60
AC: 25 (enlarged)
Level 1 Ranger (FE human), Toughness, Defender of the Society, Omen (+1 to Intimidate and 1/day use Intimidate to demoralize as a swift action)
Level 2 Inquisitor (Conversion Inquisition)
Level 3 Inquisitor, Power Attack
Level 4 Inquisitor, Teamwork Feat (fixed on Outflank at lvl 6 Inquisitor)
Level 5 Inquisitor, Weapon Focus (Falchion)
Level 6 Inquisitor
Level 7 Inquisitor, Vital Strike, Teamwork Feat (variable, ususally Paired Opportunists, Shielded Caster for Darkness, or Lookout before combat)
Spells:
0: Create Water, Daze (DC 16), Detect Magic, Guidance, Read Magic, Sift
1: Bless, Cause Fear (DC 17), Divine Favor, Litany of Weakness, Shield of Faith
2: Blistering Invective (DC 18), Darkness, Instrument of Agony, Litany of Defense
3: Heroism, Keen Edge
Buffing:
swift action Judgement sacred bonus +3 damage, +2 attack, or +2 AC
swift action cast Litany of Defense double armor enhancement bonus and immunte to fear for 1 rounds (when needed, hopefully when Shielded Caster is up and able to be used)
Potion enlarge 1 min
Wand Lead Blades 1 min
Divine Favor +2 1 min
Shield of Faith +3 deflection 7 minutes
Intrument of Agony (minutes, +2 to morale to Intimidate with weapon in case Heroism isn't up, on hit can release spell into enemy for DC 18 Will save or be nauseated for 1d4+1 rounds or sickened (mind effecting) for 1 round with the save.)
Keen edge extended (rod) 140 minutes on Falchion
Heroism extended (rod) 140 minutes +2 morale on attacks, saves, skill checks
Blistering Invective a group of enemies, or swift action Omen Intimidate a single enemy, then attack/wait for them to come to me and get AoO'd.
Weapon +1 Cruel Adamantine Falchion (15-20, x2) (if I hit a shaken, frightened, or panicked enemy, it becomes sickened for 1 round, and I get 5 temp hp (for 10 mins) if I knock an enemy below 0hp.)
+16/+11 3d6+23 damage, 6d6+23 if vital strike used
Gotta go, thoughts?
Manyshot says only apply crit damage for first of the two arrows, but clustershot arrows say if first arrow is a crit, apply 50% crit damage to remaining arrows that hit.
So, do the clustershot arrows overrule the Manyshot rule?

Did a search, but... still have a question.
Let me give an example and tell me why you can't in PFS.
My wizard gets Symbol of Revelation. He casts it on the front of his hat, and gives all his companions the password. Trigger condition is something that qualifies passes in front of it (within range of 60 ft.) Now my wizard can cast this spell one day (the day before a scenario, for example,) memorize something else the day he goes on an adventure (plays a scenario,) but still get the benefit of the Symbol, that is, until he next meets something invisible, illusioned, shape changed, or of shapechanger subtype, at which point the symbol will trigger and anything triggering it will have to make a Will save or be outlined as per faerie fire.
To me this seems like Item Creation... or it may simply be breaking the rule about offensive use of symbols (symbol of death cannot be placed on a weapon and set to trigger when the weapon lands a blow, for example.) Hope I'm wrong, because I'd like to use this symbol.
In general, as far as you know. Searched but didn't find anything approaching comprehensive, pulling together all the various class abilities, traits, feats, spells, magic items, etc.
Specifically, I'm making a Bard, and as a high Cha character with Intimidate as a Class skill, I'm wondering what options I might have for applying the Shaken condition a second time, elevating the fear level to Afraid. Yeah, Panicked would be great, too, but I'll take Afraid if that's all I can get easily.
prepping a scenario to run tonight and have a question.
under SLA's in a monster's statblock it says: "summon (level 3, 1d4 dorus 50%)"
what's the 50% mean?
I'll be gone in a little more than an hour, so after that don't worry about replying.
Thanks!
Just had this thought, haven't ever seen anybody recommend buying a staff, have never seen one included in a build... other than GM awarded loot, do staves ever get PF play?
Anybody try this build yet?
Taking Extra arcana at 3 and both Wand arcana, you get to use your Int to boost the wand DC, and can use wands as part of spell combat. Activating a wand doesn't provoke an AoO, so this could be a big improvement for spell combat. Sounds like it has great potential to me, any thoughts?
So I'm going the bashing route with my offhand, and found for a klar it's quite clear, the blade and the shield must be enchanted separately. +1 to the shield for 1000gp does not get you +1 to attack and damage as well, and +1 to the blade for 2000gp does not get you +1 AC as well.
I'm thinking for a spiked shield it should work the same way, enchant spikes and shield separately.
But what about a normal shield? There's not two clearly separate parts to enchant. And I've heard that some think you just need to enchant the shield for 1000gp and then not only do you get +1 AC but also +1 to hit and damage. Doesn't seem quite right, hope somebody can point out some rules that clarify this.
In PFS, for 2pp, you get a single item worth up to 750gp. For a strength bow, that's a mwk composite with +3 Str. But I have 18 Str. I'd like to be able to take the +3 Str bow to the bowyer, he looks at it and says "hey, good bow! I can just add another layer here, swap the string, and presto! +3 becomes +4 for 100gp!" Any rules on this?
Okay, for spiked shield, make a custom shield, add special ability Shield Spikes to it.
Now if I want to masterwork the spikes for +1 to attack with my shield bash, how do I do that? All I can see is to masterwork the shield (for -1 to AP.) This will especially apply to enchanting the shield for both armor and weapon bonuses.
I'm sure I'm not the only person to run into this, and I don't frequent the Hero Lab forum, so thought I'd ask here.
So under shocking grasp, you get +3 to hit if the target is wearing metal armor. Does this count for a spellstriking magus?
Yes, I know it says in the spell melee touch attack, and spellstrike makes it a melee attack, so it might not work. What I'm really wondering is, if the magus swings and misses, but by 3 or less, could this be interpreted as "well, your weapon hit the target's armor but didn't pierce it, so you don't do any weapon damage, however the shocking grasp still goes off because it was metal armor."
Ran Cultist's Kiss last night at a game shop, and we had to wrap up and get out prematurely, during the final fight. In my haste, I ruled mission failure since the fight was going in the direction of a TPK.
But on my way home, I reconsidered, and thought, isn't the rule that if most of the scenario was completed when time runs out, it's considered mission success and everybody gets the XP and the PP for success?
In Cleveland OH, and the community here is feeling rather unsupported, less than 8 regular players in recent weeks, and the VC's/VL's don't seem to be doing much about it.
Just wondering what I can do, if being elevated to VL/VC status would enable me to get posters/boons/other schwag to use for recruiting.
Just curious, but are there really only 7 pregen classes available from core and UC per the GM Resources page? If Oracle/Inquisitor/Witch/Druid/Sorcerer/Bard/etc are available, where do I find them?
PFS, so 20 point, Witch, Elf. It's SOOOO damn hard to decide sometimes...
Option 1:
7/15/14/20/8/7 +1 Dex at 4
Option 2:
7/16/14/19/10/7 +1 Int at 4
and variants of option 2 are to leave WIS at 8 and raise CHA or STR to 8
for skills I'm going Intimidate, UMD, Perception (got Class from Osirion Tomb Raider), Spellcraft, a couple knowledges
basically, take the extra init, AC, dex/reflex, wisdom/will in exchange for the extra 1st level spell and +1 to DC's (not just spells but also Hexes, remember)? And just from levels 1-3 at that, since at 4 they'd basically be the same except option 2 gives me +2 Wis overall...
or given rebuild rules I could game it a little, play option 1 through 1st level, then go option 2 for 2nd and 3rd levels...
Other point buys?

Looking at my 5th PFS character and thought to change things up by going straight Fighter/Lore Warden and focusing on both doing great damage and being effective with a couple combat maneuvers through level 12.
Was thinking Sunder, Reposition, and Dirty Trick. I've seen a lot of Trip and Grapple builds being played so wanted to stay away from that.
The more I look into combat maneuvers, though, I'm wondering how useful mine will really be. And how useful the other CM's are in comparison.
Sunder looks like it will work great against wooden hafted weapons (hardness 5, 2-10 hp), okay vs metal weapons (hardness 10, 2-20 hp), great against leather armor, okay vs wooden shields, no so good against metal shields (2 rounds to sunder, 1 to break), and downright rubbish against metal armors (4+ rounds to sunder? 2+ to break?) Getting my lucerne hammer in adamantium will certainly help, but sundering metal armor will still be a multi-round effort. Also, haven't found any, but is there any benefit to beating the CMD by 5 or more?
Respostion... I can see it being useful if Quick and Greater so it provokes AoO's and can be used as part of my Full Round Attack. But not sure how really useful it will be even then, having a hard time imagining when a tactical advantage would be gained by putting the guy somewhere else.
Dirty Trick I like, especially since beating the CMD by 5 or more adds rounds to the duration. Not sure if Greater is necessary, but Quick certainly appears to add to its usefulness. Sure, debuff can be removed with a standard action, but that's a round of the debuff being in place, and an action lost by the target. Hmm... question. Does removing the debuff as a standard action provoke AoO's?
And I've seen the effectiveness of Trip and Grapple, though feel free to elaborate on them in response to this post. What about Disarm? Is that better than Sunder? Any other Combat Maneuvers worth considering?
For my 5th character (1st archer Ranger now lvl 9 and very OP, 2nd archer Cleric and a blast to play now lvl 6, 3rd a Conjurer Tiefling and feeling quite effective at lvl 3, 4th a Witch with only 1 scenario below his belt but also quite promising.)
So, looking for a new build at low levels so depending on the table makeup I have something to offer.
I'm thinking a Fighter that does a lot of Combat Maneuvers would be fun. Sunder > Disarm > Trip as my primary three. What experience with effective builds do you all have? Lore warden probably? Drop fighter for barbarian? Let me know what you think a good and fun build might look like! And thanks for the advice!
I play a fair bit online, and there's one guy I'd nominate for sure.
Except since I'm not one, I'm not familiar with what all being a VC/VL entails and if it's appropriate for online stuff.
(Btw Jesse/Ironhelixx, I'm looking at you!)
Not sure how many paizo members list zip code... but is there any way for game organizers to find other PFS players by zip code and distance?
I mean, if you've ever had anything delivered to you by Paizo, they have your zip code, right?
Recently attempted to join a group at a local game shop... and after 4 hours of them all being evil, decided I wouldn't be back again.
Seriously, what's the motivation behind evil players? Where's it come from? I've always RP'd trying to be a hero, do the right thing, or at least be neutral (not get involved).
Just wanted to let folks know, there's a regular Monday night get together at Underhills in Cuyahoga Falls, usually 2-3 tables per week.
clevelandpathfindersociety.com
Just wondering if an Infiltrator archetype ranger can gain the benefits of Boots of Friendly Terrain:
"Boots of friendly terrain turn inhospitable territory into a perfect hunting grounds for any ranger who wears them, so much so that his footprints vanish behind him with each step he takes. Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger's favored terrain class feature (jungle, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains, granting him a +2 bonus. If he already has that particular environment as one of his favored terrains, that terrain’s bonus increases by 2."
For Infiltrators, Adaptation replaces Favored Terrain
I know core lists only archery and twf, but I thought I read that several more options were available, including unarmed, two handed, and sword and shield. where do I find info on those, since it doesn't appear to be in PRD?
Am looking at building my 4th PFS character, and wondered if falconers are really viable.
Using Herolab, 1st level ranger, falconer archetype, Boon companion at 1st level, giving the bird toughness and human alt racial Eye for Talent for +2 Str to my bird...
it's still only got 7hp... and I see no difference between hawk/eagle/owl??
Is Herolab right? Is falconer a viable archetype?
I'm really looking to build a melee Ranger with a two-handed weapon and serious animal companion. Might consider a mount. Thought falconer might be a better option, but maybe not. Advice?
Looking at getting a few of these. Already have efficient quiver, might as well fill it with a variety of ammunition.
Question is, they seem REALLY expensive. In PFS, do I have to get 50 at a time, or is 20 okay? And +1 base plus +1 for bane means +2 so for 50 it's 8302.5 gp, for 20 it would be 3321 gp.
I already have FE undead then human, so I was thinking Evil Outsider. Anything else at high levels that I might need to seriously beat down on occasion? Fey? Monstrous humanoid? Aberrations?
Just curious if I've used all my channels, can I quaff a potion of this and get 2 more if I use them in the next 3 minutes?
I appreciate how difficult this might be to implement... but also how fun it would be.
I'm guessing the actual results of scenario play don't effect the evolution of Golarion. But what if, for current-season scenarios, there was an "extra" possible goal to be accomplished, and as reports from play came in, at the end of the season, the results were compiled, and if more than half the time the goal was accomplished, then it would effect where the game was headed into the next season positively, and if less than half the time, negatively.
Maybe there could be an ongoing narrative for players to read to get excited about it. Maybe the "extra" goal would award an additional pp if accomplished. I don't know what all the implications could be, just that it would make players more excited to participate in current season game sessions.
Just an idea. Thoughts?
Just curious, whether enlarged reach weap, whip, or archer with Improved Snap Shot, and Combat Reflexes, if somebody closes to melee with you, do yuo get 2 AoOs?
A bit of a stretch for my character with favored enemies undead and human, but not unreasonable for FE animals... so, when rolling the day job with survival and the hunting lodge vanity, does it ever make sense to use the favored enemy bonus to survival as part of the roll?
Edit: hmmm... also related, what about the bonus to tracking that rangers get? Isn't that what hunting is about?
But I can also see that the kind of survival being used is the kind that lets you travel at half speed while supplying food and drink. So, either way, just curious to hear thoughts.
3 times per day as a swift action gain +10ft to all your movement modes for 1 round. Thinking as a ranger combined with animal aspect spell, climb and swim go from 15ft to 25ft. But only 3 times per day, only one round. Starting to sound not worth it.
A curious questions which has come up in a number of contexts.
One, for PFS, is day jobs.
Another is items which boost skills, like cracked ioun stones (though they're not PFS.)
Just wondering what people thought. And also, it suggests another thing, perhaps an optional rule: training. Can we (someday) spend our hard earned gold in pathfinder to train skills? Probably not beyond the level maximum, but still. Or double cost beyond level maximum?
I'm thinking like 200-300gp per skill point, what do you think? And although I didn't give reasons, I'd be curious to hear justifications as well.
|
5 people marked this as FAQ candidate. Staff response: no reply required.
|
Not looking for anybody's excellent reasoning or passionate opinions here, just an official ruling one way or the other. There are Paizo people who visit the forum who can speak with authority, right? If that's not you, I don't need to hear a reply.
So, Instant Enemy and Bane weapons. Do they work together or not?
For the record, I think we should have an ability score system where 5 is +/-0, 6 is +1, 7 +2, 4 -1, etc.
But as that's not the case, I'm wondering where to put my 8th level ability score point. This is for PFS, so the 12th level point doesn't really matter. And currently, all my ability scores are even, except for my dump stat, charisma, and I don't really want to put my point there (though +1 Diplomacy/Handle animal isn't terrible if I have nothing else to do with the point.)
Then I thought, if there are items which cost like 2000gp that give just a +1 to an ability score, that would be good to know.
Although, given that ability score damage can be odd, having that extra point in a stat wouldn't be entirely useless...
And no, I don't need an odd number in anything as a prereq for a feat.
|