Artificer legal?


Advice

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Grand Lodge

You do realize that you are building a strawman? Nobody ever talked about no combat, except for you.

If the only tool you have is a hammer, every problem becomes a nail. Seems for you the ONE solution is combat... which it isn't for me.

So thank you for your advice, I do fully understand that you've got a hammer ... while my char has a pletoria of tools to deal with a pletoria of problems. With a (small) hammer being one of them.

Thank you, and bye.

Sovereign Court

Pathfinder Starfinder Society Subscriber

Only thing I would suggest is that a Knowledge skill will likely be more useful than Appraise.

Grand Lodge

*nod* Appraise was added for the merchant roleplay part... But given that I have profession (merchant) this might be redundant. Which knowledge skill would you suggest? Local and Nobility though both don't seem very useful, don't they?


Mw backpack, along with always prepared ant haul... handy haversack asap. Do not assume you can bring a pack animal. Midst times you won't be able to. Keep you load light, those penalties will kill you

Grand Lodge

Thx ekibus that is helpful advice. Main reasons for the mule right now is a) a mwk backpack is to expensive and b) as a merchant she needs a way to transport large weights anway. Handy haversack is clearly #1 on the shopping list. ;)

Most of her equipment is assumed to be replaced rather soon, so I didn't go for the best option in most choices, but one that will do a good enough job till I bought something better.

Sovereign Court

Pathfinder Starfinder Society Subscriber

Knowledge ( local ) is more generally useful for identifying humanoids, but you may find a use for ( nobility ). Depends on your clientele.

Grand Lodge

Given that she's from Absalom I think Knw (local) is more appropriate. Thx :D

Q concerning the always prepared ant haul... how much would that cost? Is it maybe cheaper than a mule?

Concerning Appraise: just looked into it: I do not even have a skillpoint in Appraise. ^^ So no point to move, except maybe disable device or linguistics? With disable device the better candidate?

Sovereign Court

Pathfinder Starfinder Society Subscriber

Yeah, I would move a point from Disable Device to (local).


Ant haul is a extract (or whatever it is called) basically a spell you can prepare that lastshe 2 hours per level. A potion would be 50g for two hours.


To me profession is kinda redundant...you have all the other skills to be a merchant, why spend one more point to say that you are a merchant? When I was playing this character, the first couple adventures involved str draining attacks... I watched the character crumple under the weight of his gear. I still cant decide if preparing the extract is worth it (there are a bunch of other things I'd rather prep) What is truly amusing to me is your background could almost be applied to my character, you went the merchant route and i went the more magically fascinated route :P

Some items on my list (for ideas..*is for taking a closer look)Eyes of the Eagle, Boots Striding and Springing, *Golem Bane Scarab, *Swarm Bane Clasp, Swordmaster's Flair: Blue Scarf, Wand of cure light (x2), Wand of shield, Plume of panache (x?), Handy haversack, *Potion of heroism (splurge on this!!) +1 inspired Rapier (keen?), Mithril chainshirt, *Cloak of resist (second magic item I bought after the wand of cure), headband of vast int, Belt of incredible dex, and finally Shield: fortification. There is a lot there which adds to the str worries (I only went 10...kinda regretting it now) Any questions on the item or reasoning let me know.

For extracts to look at: ant haul, heightened awareness, shield, comprehend language and cure...the higher you go the more important heightened awareness is imo. At level 2 barkskin and **alchemical allocation


ekibus wrote:
To me profession is kinda redundant...you have all the other skills to be a merchant, why spend one more point to say that you are a merchant?

In PFS, profession has specific use due to the strictures regarding a day job check. It's possible to roll something like sleight of hand as your day job, but only if you spend prestige on a vanity to do so. By default, profession, craft, and perform are the universally usable day job skills. Further, members of the Exchange faction have particular use of the profession merchant skill in particular.

Further, your ability to run a business is only tangentially relevant to your ability to, say, build a couch. A man can be the best carpenter in the world, but end up running his company into the ground by not managing overhead costs, new customer acquisition, inventory, etc. Totally different set of skills.


Agreed but in terms of craft she already has alchemy (for dayjob check). Trying to help her with advice due to having only so many skill points per level. I'll admit I have no clue of the factions I've just done silver crusade and grand lodge. So if it is a choice between a more useful skill (say diplomacy or disable device) and profession eh for role playing having appraise, diplomacy, sense motive, bluff and knowledge: local make you a merchant not a skill point. Agree with you that maybe profession helps to run a business but by background she only helped run.

Grand Lodge

Well, she isn't in Exchange though. Thought about it, but she'd have to change faction later on due to her alignment (she isn't greedy enough for exchange) and thus I started her in grand lodge right away.

Thanks anyway for the advice. ^^ Yes mechanically the point at merchant might be redundant for the most part. I'll still keep it. I'd even have loved to have one more point for such a useless thing like Perform (Sing) ... but c'est la vie. :D

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