Odraude wrote: What are some examples of things he gets mad about? at fourth level as a sorcerer the player has 4 feats (not including eschew materials), 15 0 level spells known, 11 1st level spells known and a 2nd level spell, had 9 ranks of spellcraft until I pointed it out for the fifth time and 28 hit points when we are playing average hit points (+ max at first).
So I am a player in a game and one of my fellow players refuses to make their character by the rules. The player just keeps doing the goofiest possible thing and has a hissy fit whenever someone points out there is something wrong with their sheet. I'm frustrated with carrying around this lodestone of a player and could use some help.
Quandary wrote: Also, unless they specifically state otherwise, PrC´s DON´T give Wizards (or other prepared casters, e.g. Witch and Magus) the automatic new spells in their spell-book, that´s part of leveling up in Wizard. Spontaneous Casters DO gain spells known gained from their class (which includes Bloodlines/Revelations/etc) when they take PrC´s that advance Casting. Wizard Eldritch Knights may be 1/2 a spell level ahead on average, but it´s a rather expensive career path. not really, you are talking about 18 spells for a EK that you are not getting free, for a 7th+ level adventurer thats walking around money.
Tiny Coffee Golem wrote:
Adamantite dagger of dueling is best because its incredibly hard to damage and it gives you an initiative bonus and there are a few supplementary magic items and spells that work with the dagger to make it harder to steal and damage. Ring is a close second, followed by amulet or staff (if you are high level)
Shadowborn wrote:
I agree that there is a certain amount of realism to the weapon tests but the guy wielding the scizore was a biggassed MMA fighter who would was clearly power attacking with a healthy strength bonus.
Apraham Lincoln wrote:
The evil version is Demon Armor and the neutral armor is every other kind of armor. If you want chainmail that counts as light use Elven Chain, it enchants like every other armor and is light armor.
Sphen wrote: Not to be rude, but is this a serious post? Yes, Silk is a real armor material. Some of the first ballistic vests where made of 13 layers of silk and where effective at stopping or significantly lowering the penetration of black powder weapons. I figure if people can get silk rope that weights half and there is a eastern style of reinforced silk armor that has no spell failure rate available then one should be able to make standard cloth armor and quilted cloth out of silk for half weight.
ciretose wrote:
Why not a Sansetsukon (Three-Section Staff)? Its two handed, has the same threat range, does more damage and is a monk weapon.
TheSideKick wrote:
If you are going straight one class the feather subdomain is nice, I think it helps Clerics, Paladins (Sacred Servant) and Inquisitors more than it helps druids as all the spells it grants are pretty much on the druid list but a bonus to the most used skill in the game equal to half your level is very very nice, better than talking to animals for rounds at least. Edit: oh and a World Walker Druid gets a favored terrain bonus which grants a conditional perception bonus.
TheSideKick wrote:
If you want to add insult to injury go half elf and put your skill focus into perception, that way you will be Skill Ranks + in Class Bonus + Domain Racial bonus + Racial Bonus + Skill Focus + your Primary Attribute. You will spot more things than a Rogue while asleep. Eyes of the eagle and alertness are optional.
TheSideKick wrote:
Boon companion from pathfinder and the feather sub domain, the straight Animal Domain printed on toilet paper would not be good for wiping your ass, the bonus to Perception and the better spells work allot better.
calagnar wrote:
4th and below actually, A mystic Theurge can easily cast 6 4th level spells a day at 10th level. He can also cast Haste, and not be dependent on a marmot.
Thalin wrote:
Higher HP and Better BaB? you are going to have to explain that one.
calagnar wrote:
I am playing a Mystic Theurge who is a sort of magical architect/builder who wants to build incredible castles and cities through the power of magic and faith, and leads a group of like minded professionals who handle the more mundane parts of his goals. Lets see how does the Witch works within these parameters: Guidance: Cleric and witch get it.
I could go on but really my build is focused on what I can do with fifth level spells. A witch does not really help me much, there is a Luck Hex which is helpful but I get the same power from my luck domain, and at 18th level I could make a single house I made walk on chicken legs if I was a witch, but that's about all. Then there is the populist appeal of being a religious leader, people follow my character in part because he is their religious leader and working to build great castles and cities is an act of faith, my character's motives are approachable and populist. Following me not only means prosperity and purpose in this life, but of a heavenly reward after this life. Witches on the other hand commune with the thing that waits between the walls and in the nightmares of children. People come to me to deal with witches, people only go to witches if they have run out of every other option. Then there is the freaking pet, my staff might be vulnerable to sundering but at least its housebroken. If someone breaks my staff I turn one of the cleric slots I've held in reserve (thanks TarkXT) into a Make whole after the battle. If the Witch loses her marmot she's out her entire spellbook. And then there are bonus spells, my character is a Conjurer/Cleric so I get bonus Domain and School spells, does the Witch get an extra slot for her Patron Spells? No? Holy oversight Batman! I don't think a Witch really takes the place of a Theurge is what I am saying, basically.
OK so Ultimate Combat basically forced this idea, here we go: Silk Harvested from silkworms silk is lighter than traditional linens and stronger than normal cloth and lighter. Armor made from silk weighs half as much as normal cloth armor and has a 5% lower spell failure rate. Cost
A couple of notes for a witch theurge: Go for a flying familiar, so when trouble hits it can fly the crap away and be less of a risk of you losing your living spellbook. You can use the Eldtrich Heritage feat to get the Arcane bloodline's familiar ability to track your character level rather than your witch level. Unfortunately its a feat heavy patch. Another patch is to go witch/druid and take a domain that grants a familiar (Frog, Eagle, Monkey and Serpent), this allows you to get your familiar to 6th level, then pop the boon companion feat at about 7th. This will get your pet to 10th level. Eventually Paizo will give in and there will be a feat that makes your familiar track with your character level but until then thats all I got.
The problem with your proposed build is that you are leaving a bunch of the perks behind. There are two kinds of primary caster, the regular kind (cleric, Wizard) and the kind with perks (Sorcerer, Witch, Druid, Oracle). The kind with perks only amplifies the pain of going Theurge because you have allot more that you lose when you take the class. All of those defining bloodline abilities, hexes and perks go away and you get to keep all of the penalties. I love the Mystic Theurge class and I gotta say, in my optimization guide, a Sorcerer and Oracle would be bright red, Witch and Druid can be finagled pretty well I cringe a little when people refer to the first 7 levels of a Mystic Theurge as the "Annoying levels", to me the first 7-10 levels are the best levels, even if they are awkward and formative. Making a 16th level character is harder because you don't get the feel for the campaign and thus don't have as much an idea of what feats and spells work best. A couple of pointers: Magical Knack is the single most important trait to take, If your GM will let you take it twice, do it, if your GM will let you take it four times do it. Craft Feats are a little stronger for you because you have such a wide variety of spells, Buffing spells are also your forte, this makes Extend spell the best Metamagic for you, I would really go for passive feats that add bonuses to your spellcasting, I find a conjureation focus really helps with Theurges. I like Arcane/Lore for synergy, I recommend the bonded object over the familiar. You can make the Familiar track your character level but it takes allot of feats and is a pain in the ass. Take the free extra spell and conditional item creation feat.
wynterknight wrote:
Versatile Vest, I love little slice of life magic items. There is a another great stupid item I love called the Bag of Everlasting Dung. It has no real in game use but its such a weird item I've got to get one.
Mike Schneider wrote:
Yes but this is a world where supernatural entities exist and grant mortals the ability to heal diseases with words.
Hrm, turns out many layers of cloth will slow down or outright stop a black powder bullet. Historical precedent is good enough for me, hopefully it will be good enough for my GM.
Talonhawke wrote: so then why would one ever use a pepper box or even upgrade if possible to a revolver other than better touch ac range. Thats 8 attacks a round with no penalty if they are aimed right. thats more than a 2WP fighter gets. Pepper boxes are for dabblers, not professionals. You take leadership and give your warriors with WP firearms and WF Pepperbox a pepperbox and they get to make six shots without stopping to reload. you can also load alchemical cartridges into a pepperbox and only spin the barrel to the chamber with the cartridges when you need them.
Eadaro wrote:
Replace the cart with an immovable rod, that full round action is now a move action.
Just a thought but an immovable rod should be listed as a very useful gunslinger item, it replaces the awkwardness of the Double Hackbut's mini cart quite nicely by literally letting the gun be mounted anywhere. Mounting a immovable rod instead of a cart should change the full round action of placing the cart to a move action and quite possibly halve the weight.
Sean FitzSimon wrote:
I like this but it needs a few that effect spell-casting. I took the militia veteran trait for ride for my Mystic Theurge even though he had never served in a milita by just saying he lived most of his life in the saddle, my GM approved it without problems.
Blakksheep wrote:
It breaks down pretty small before I cast shrink item on it, afterwords I just toss it in my saddle bags until I need it.
Mogart wrote:
Thats why I am going for DR against arrows and resistance to damage to the structure over an AC bonus, even full plate is not going to help the tent much as it cannot dodge or move on its own.
Guy Humual wrote: Part of the argument is that the sword cane isn't as useful as a club thomas nelson. Having a use for a piercing weapon is rare. There's almost no value to having a piercing weapon over a bludgeoning weapon. The biggest use for piercing weapons is under water, they don't suffer damage reduction, but I seriously doubt that I'd pick a sword cane for underwater exploration. Perhaps if you were invited to the Mere king's under sea ball . . . but I think that's an unlikely scenario. Currently a basic club in the shape of a cane would be a much better choice for most land based adventuring. And as I was saying the swordcane has a higher base hardness, higher hit points and can be made of more effective materials than your average club can. A walking stick does not help you when you need to stab were rats at a society ball, a silvered swordcane does.
Cartigan wrote:
Ummm what? Darkwood halves the weight of the object its made of, thats it. It does not bypass hardness or DR or give it more hit points or hardness.
Not to mention a swordcane is made of metal, thus it has a higher hardness, more hit points and can be made of useful special materials and can be made more resistant to sundering. Also there are some times you need a point or an blade and a club is probably not going to give you that. At the end of the day its style over substance but that does not mean it does not have its niche.
DGRM44 wrote: Ok I had no idea what can of worms was going to be opened on my first thread. In the Serpents Skull AP Smuggles Shiv, one of the NPCs has a Masterworks Katana sword. I was thinking that this must be in an existing Pathfinder book. I guess that it only appears in that AP book and to just treat it like a longsword or bastard sword as nothing in the AP book seems to indicate otherwise. This is my serious answer: Used primarily by the Aldori swordlords who rule Brevoy, these swords are a bit over 3 feet long, very slightly curved, and sharp only along the outer edge. Benefit: An Aldori dueling sword may be used as a Martial Weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (Aldori dueling sword), you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an Aldori dueling sword sized for you, even though it isn’t a light weapon. You can also wield an Aldori dueling sword in two hands in order to apply 1-1/2 times your Strength bonus to damage. There is also a special combat feat associated with the weapon and a subset of fighter, both make a certain amount of sense for a Katana.
seekerofshadowlight wrote:
Actually after watching a Nagita bend but not pierce bronze plate on deadliest warrior I have to say that in the rare occasion a Samurai had to fight another samurai they would break out the Kanabō, or you know the bow.
About ZalorraCrunch:
Female Fetchling Rogue (Guild Agent/Charlatan) 1
NE Medium Outsider (Native) Init +3; Senses Perception +2, Darkvision 60', Lowlight Vision ------------------------------ DEFENSE ------------------------------ AC 10, touch 10, flat-footed 10 (+0 armor, +0 dex, +0 shield) hp 7 (1d8-1) Fort -1, Ref +4, Will -2 Resistance Cold 5, Electricity 5 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Ranged
*ACP applies to these skills
Languages Common, Suloise ------------------------------
------------------------------
(1/day) Memory Lapse ------------------------------
Background:
Zalorra's family fled the Plane of Shadow when she was just a baby. The family bounced from town to town gathering debt until Zalorra's mother died of sickness and her father sold her into slavery to settle old debts. Zalorra lived most of her life as a slave and eventually a prostitute, being carted around the countryside as 'exotic'. After years of this lifestyle, she learned how to manipulate the lords and merchants that she was hired out to with blackmail and deception. She escaped her owners in the Cairn Hills, and wandered aimlessly until she found Diamond Lake, where she has lived since. She work for the local thieves' guild, and hopes to rise to the top of the underworld so that she many never be taken advantage of or used again. Appearance and Personality:
Zalorra is an exceptionally small and frail woman, with ivory skin, flowing gray hair, and eyes that faintly glow yellow. When not working, she dresses in robes that conceal her form, and wears her hair in a tight ponytail. When gathering information, or working with prospective customers, Zalorra is flattering and submissive, but when alone or around those she feels safe with, she becomes surprisingly quiet and shy. Though she is out for herself, Zalorra has a soft spot for those who remind her of what she went through as a child and young adult, and is kinder to the poor and enslaved than anyone else. Despite her softer side, Zalorra bears no pity or sympathy for those her work puts her against, no matter their status, and she can be vengeful to those she feels underestimate or disrespect her. Perhaps because of her alien origin, or her rough upbringing, Zalorra doesn't really feel like she belongs anywhere or with anyone in particular, a feeling which she holds is to her advantage, as she views most people as simply assets to her ends. On her back, Zalorra bears a large brand in the shape of a flower surrounded by small stars which marks her as the property of Alesco Tesh, a Suloise slaver. She also bears scars from whippings and beatings, and these marks are her greatest shame. She always hides both with makeup before being seen by anyone.
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