Pathfinder General /pfg/
Have you treated your DM/Players well this weekend?
Unified /pfg/ link repository:
Old Thread: >>44961959
So, /pfg/, I'm running a solo pathfinder game for a friend soon, and I'm providing a few NPCs to tag along with his character to help things along; I gave him a series of NPCs to pick from adn he ended up picking three to go with his archetyped Swashbuckler (the paizo archetype with the rapier focus, plus two homebrew ones; one trades Nimble for the bladebound magus's Black Blade, the other trades the bonus feats for half-initiation). The PCs he picked were a human skald, an elf stalker, and a catfolk warder.
The problem is I have not built a PoW using character ever before, so I'd like some general advice for how to build and progress them as teh game goes; the Stalker is using Butterfly Swords and is using Broken Blade, Steel Serpent, and Veiled Moon, and the Warder is using probably a long sword and a heavy shield and I was planning to focus on Iron Tortoise and Golden Lion. Just general build advice would be appreciated, as well as anything speciifc to look for or avoid.
The medium from the Occult Adventures playtest was perfect! It's such a damn shame they threw the binder idea out the window and replaced it with such garbage.
Anyone know why they did it that way?
Just go to Taco Johns.
One of my group members wants to be a tank or front liner of some sorts, he's open to a lot and I know fighter is garbage, any suggestions?
We might allow DSP stuff on top of Paizo.
Either they hate fun, decided making a full Harrow deck would be too much work and too hard to balance, or Wizco called them up and went 'hey don't do that shit'.
My guess is on 2 with a side of 1.
Oh no, we're supposed to be bullying you. I'll try better next time ;;
I hope this helps make up for it.
Do you remember the Tome of Battle?
Stalker: Dude that hits things. Ninja, shootymans, not-a-rogue, you name it.
Warder: Dude that stands in the way of hitting things, and hits back. Knight, samurai, pyramid head, whatever.
Warlord: Guy that hits things AND yells at people. Battle commander, The Captain, Kamen Rider, etc.
Black Seraph: Kill foes with the power of your EDGE. Not for goody-two-shoes.
Broken Blade: Currently actually a little broken. Hit foes with your weapon, your fists, some rocks, their weapon, their own severed limbs, etc.
Golden Lion: Yelling inspirational things and charging. The broest of disciplines.
Iron Tortoise: YOU SHALL NOT PASS.
Primal Fury: Krav Maga plus greatswords.
Scarlet Throne: Dispatch antagonists whilst utilizing your obvious and innate superiority. Not as poncy as the previous sentence would imply.
Silver Crane: Hit evil. Heal bros. Close runner up for broest discipline. Not for whatever the inverse of a goody-two-shoes is.
Solar Wind: Shoot things with FIRE. Shoot a lot of things with fire. Shoot a lot of fire at things. The operatives here are 'shoot' and 'fire'.
Steel Serpent: Budget ninja discipline. Make poison, be tricksy, stab people in the groin.
Thrashing Dragon: TWO SWORDS EQUALS TWO DAMAGES and they can't kill you back if they're already dead.
Veiled Moon: Be that fuckface that wanted to be a wizard in an all martial arts game by punting people into the astral plane and turning into a ghost. Also lets you telefrag out organs, which is baller.
Actually... It wasn't. It was cool, but it was shit. The spirits were pathetic.
The new one is boring and stupid, but Archmage and Hierophant are much more effective than anything the playtest one could do. They're also way better than the other new spirits and there is basically no reason to every use anything else, which, ya know, defeats the entire purpose of the class, but ultimately two decent options is better than 56 shitty ones.
>Not as poncy as the previous sentence would imply.
Dude Scarlet Throne is the ponciest discipline imaginable.
They got some killer moves but all of them are about being a sly little shit stabbing an artery or slicing between scales.
Or NOPEing right out of an attack because you read their stance coming ten miles away. Or the converse--stabbing them through the spleen because you foresaw exactly which way they would dodge from ten miles away.
Applying Sense Motive to that discipline is *hilarious.*
>The supreme clarity of mind and focus of form allows a disciple of Scarlet Throne to simply overcome any obstacle placed before him, albeit for the short term. The disciple calls upon his supreme will and focus and may delay or stop a number of negative conditions placed upon him through the use of this maneuver for a number of rounds equal to the disciple's initiation modifier.
I'm not seeing a lot of ponce here...
Don't forget their ultimate stance is being such a flashy swordmaster that every enemy in sight needs to make a will save or realize that yes, if you try to attack that charming badass you're going to DIE.
Or this maneuver
>Red Zephyr's Dance (Strike)
>Each successful melee attack allows the martial disciple to move 10 ft. and make an additional attack
Ever play Witcher? Or any other third-person swordsman game when you just start clicking fast attack and slashing at the half-dozen assholes surrounding you?
This is it, with extra footwork.
We're not allowed to join in?
Anything I should know about creating a human fighter who I plan on making a duelist?
I also plan on having him be a member of a noble family.
Look at Slayer instead. Trade out the survival and you'll have an excellent fightmans who can study opponents to figure out their weaknesses and strike them. Avoid swashbuckler like the plague.
They're actually more powerful than casters. It literally has the ability to give Martials the power of casters if you want it to.
It also allows casters to be busted as shit and allow martials to basically one shot everything at tier 2 if they want to.
On top of >>44978932, a round is six seconds and a sword swing is considerably less. Sleeping Goddess has something that'd work for it, and really, any maneuver that you kill someone with could easily be fluffed as that.
Trap-anon! Save me!
Stop right there! You know you're supposed to be posting from your locker!
Reposting this from the previous thread. Occult Adventures Playtest pdf.
Here's a cute girl for you!
>Veiled Moon's flicker strike
>Plus Shattered Moon's Reflected Blade Style
>Tfw I can teleport up to a guy, stab/trip/disarm him and simultaneously do the same to a guy 30 feet away, and then teleport past before he can react.
The mental image is too good.
Unfortunately I don't think I'll ever be able to pull this off because I decided to go for Blazing Mirror Strike instead
Following up on this, the probably least obvious broken part of Legendary Items: Completely breaking all limitations on casting. And anyone can do it.
Assume tier 9 or 10, you've taken legendary item 3 times. You can do this:
That's 45 "levels" worth of spells as spell like abilities. It also lets you merely pay double the cost to cast a spell 3 times. That means, for 18 of your 45 points, you can cast any level 9 spell, like Wish, 3 times a day as a spell like ability -- no component cost. Even casters have to shell out cold hard cash to get that effect. Admittedly, it's no "get out of jail free" card like Mythic Wish would be for a similarly high tier caster but it's still absurd. Spend another 18 of your remaining 27 points and you can cast Wish 6 times a day.
Want +5 to all stats? For free instead of spending like 125k gold on it? Blammo. You're also an effective 8th level spell caster for 6 spells a day since you can just emulate any spell for free. And you still have 9 points to bandy about how you want. Want to cast gate? All yours! Want to time stop? Sure, then you can use your 6 wishes to set up an unwinnable situation for the enemy. Heck, Mage's Disjunction is always nice -- now you're a fighter who can completely eliminate that annoying caster's entire arsenal of defensive spell preparation!
It's so gosh darned silly. Admittedly, you're tier 9/10, of course it's silly. But it's probably the most powerful 3 mythic paths you could possibly spend on any character for that alone.
I do plan on picking Noble Scion as my bonus feat.
Is there a crash course book on Golarion? Something that just sums up the lore for a new player?
I posted it already. It's not that it makes martials so powerful, it's that it makes anyone powerful.
Martials who don't want to do the spellcasting cheese probably need it if only for Foe Biting and Unstoppable Strike, which lets you do double damage on every hit and hit touch AC whenever you feel like.
It also makes your weapon immune to being dispelled (and resistant to mage's disjunction) as well as indestructible so that's nice.
If you're doing Mythic from early levels with the general 2 levels per mythic tier progression then putting Upgradeable on your weapon is nice since it allows you to circumvent enchantment time, having to buy weapons, and optimizes your wealth.
For casters it has a whole slew of otehr shit that's better than any mythic path besides MAAAYBE Crafting Mastery, Channel Power, and Unswerving Loyalty.
That's the Inner Sea area...but all that I know of that's not part of the Inner Sea (and/or not labelled on that map) is Mingkai which is basically the not!Orient--so your not!Japans, nega-Chinas, faux-Koreas, and so on.
Don't think so. It gets a little splash from multiple books to kind of make up the knowledge of it. Basically all the Worldwound shit. I'm pretty sure there's no specific Mendev book, though.
Start with the Random Page.
What's the closest Pathfinder has to Au Ra?
So just bought PoW since someone suggested it for my friend.
I'm really liking it, especially clarifications on things like Vital Strike and stuff. Just want to say it's a good read.
If you make a tall broad-shouldered elf you can't change him later. A dwarf can always just go back to being a tough butch bitch because underneath everything dwarven bodies at least look the same no matter what you do with one.
If Paizo doesn't create Halfling and Gnome npcs because they think it's creepy, they're really failing at it with pictures like this of her. I'm not into Gnomes, but she looks fucking here.
>I will now schlick with this hand.jpg
I'm sad there's not a better partial form shaper bullshit class. Abberrant Aegis is cool and all, but I want to cross it with the "make your own weapons on the fly" bits of the soulknife. Synthesist summoner is only two 'forms', too.
For weapon training or the like, if you're using Discipline Weapon Shapes or Emulate Weapon, do you have to select an emulated weapon, or can you apply it to "mind blade/bolts"?
Or would either apply (though obviously not stack)?
You can try the same build i'm using
and regrettingright now; Free Hand Fighter 6/Duelist 10, with Dervish Dance in there.
Well, actually don't. it's quite subpar. And the character is already 2 and a half years old, never got the chance to update her.
Speaking of ffxiv, does anyone have any idea how to homebrew a Black Mage class that would go through both the astral and umbral phases? Something like a standard action for fire/blizzard 1, a full round for fire/blizzard 3, and maybe a move action to keep stacks to keep them relatively turret like?
What, we can bang the elf who's old enough to be our great-great-great-great grandmother and might be older than our frigging civilization but god forbid we marry a shortstack?
That's pretty messed up, Paizo.
Looks like I just found out what to put in my Forgotten Realms campaign.
What fucking spells should I be flinging as a level 4 Cleric with a team of three melee classes and one other casters to make myself worthwhile? All books are open and I've already been told bless is a spell I should grab, but other than say, Sun Metal nothing I've looked over looks worthwhile at all.
My dice decided to rape my character earlier in my pathfinder game. It was really pissing me off. That's why I hate fucking playing warriors, if the dice decide to fuck you there' not a goddamn thing you can do because everything a warrior can do requires dice to be rolled. If my dice are fucking me on my arcanist I can always play support with buffs and summoning flankers for the rogue.
So we began our great endeavor to REMOVE VAMPIRE today by slaughtering 25 vampires in the streets of one of the towns they took. Special note goes to the Battle Templar, whose blessing of the Myrmidon's weapon resulted in the death of most of the Vampires we actually staked. Of other note, the Elven Ranger is a moron who nearly got himself killed picking up the BT's Mithral Dagger after the BT got knocked unconscious. Together, the Ranger and the Stalker kept passing each other the dagger to stab the boss vampire's minions after the Boss Vampire died.
Special Thanks also goes to the Myrmidon, who kept Iron Wave up on the Boss Vampire so the Dagger actually did some worthwhile damage, and the Ranger whose Hunter's Bond gave everyone +2 against the Boss Vampire. Without that, the Battle Templar would left the Boss Vampire at 1 HP.
Special Thanks also goes to the Warlord, who kept spamming Kill the Wounded and that one Silver Crane Healstrike every other round, keeping people from dying and eventually stacking the Stalker's damage so high he was rolling 8d6 each attack.
And lastly, Special Thanks to the Bloodrager Mystic, who pulled aggro and dropped in maybe five rounds. Without her valiant efforts, we likely would have died.
And fuck it, let's thank the Druid, whose animal companion, a Roc named Boulder, gave the ranger a flanking buddy on the boss's final minion when the Stalker left him the dagger to go stake people. Its grappling was pretty badass.
My group just wrapped up our 18th session. We started at level one and are level 5 now. There are only two magic items in the entire group. A plus one Longsword and a plus two dex belt. I have craft wondrous item but can't make anything because we have found maybe 400 gp worth of treasure all game. This game oppressivrly low magic.
We made it a thing in setting.
Boulder was originally his (a dwarf) pet rock, gathered in his youth. In reality, it was a Roc egg, which was taken as a sign by the Council of Dwarven Druids that he should be trained in Druidic Ways.
>Meanwhile no one appreciates the 10 page backstory I wrote for my half giant, including a four generation maternal lineage, a two generation paternal lineage (giant side, it's less important than the elven side), and a series of generated cities with relatively accurate medieval demography to flesh out the southeastern coastal lands that were the home of her youth. Oh, and the whole codification of the hubcap's unlanded southern gentry and how they interrelate with the city-states whose interlocking territories and treaties built a culture of mutual defense and minor rivalries that was ultimately overcome by the undead hoard because of their disunity. Well, the GM appreciated it, but still...
Might be accidental rather than intentional. I recently had to trim out about a quarter of a dungeon for my group so we would finish by semester end and the next DM could start this semester, and I later realized the group was missing like half the treasure of the dungeon which was supposed to line up to the WBL chart for their level increase at the end of it.
What's a good second trait for an Archaeologist Bard (the first being obviously Fate's Favored)?
For some context, my character is a rapier-wielding Dex fighter,
dipping Inspired Blade so I can take Pirahna Strike and Fencing Grace at first level.
I'm not so sure.
Our fighter player has remarked that our party could use some manner of ranged weapon/attack but as it stands I've been buffing the brawler/fighter/Magus thus far. A lot of what's on the cleric spell list seems situational at best and not something that would come into play that often to justify preparing it.
>mfw my GM tells me I can gestalt now
I do not know this system that well and I am totally in over my head. I think I may just go with what looks cool and build some useless character.
I feel like playing a Small sword-and-board combatant with some fashion of magic (not necessarily spells). What are some races and classes that work for this?
Many third-party sources are allowed.
Nope, that's my bad.
Pick up Ironskin, whatever animal aspect (Bear's strength, owl's wisdom) is relevant to the group, Hold Person, and probably Summon Monster II. That should hold you over until 3rd level stuff starts rolling around.
any feat tips for a 7th level crit/dex swashbuckler?
Too early for crit focus and such.
Was thinking about either Improved init or Disruptive (game is wrath of the righteous).
Would I be out of line asking my GM for a homebrew feat to use more than one swift action per round? maybe with a "per day" limit on it.
What's a suitable martial (or semi-martial) class for a tailor who gathers their materials personally? Special interactions with Craft a plus.
Going into my first gestalt campaign soon and all I know is that I want to be a necromancer. Any recommendations on good synergies?
Like, Necromancer or Shadow knight?
Cleric/Arcanist (the twilight archetype)?
Once you have a full caster it doesnt really matter what you pair it with. Clerics make better undead army makers and wizards make better Save or Suck/Die necromancers.
Is it safe to use PoW with beginners, introducing it with the game itself as though it was core? Or will it be hard to 'get' unless they spend some time playing with fighters and rogues first?
Having a list of powers they can use that tells them exactly what they can do is better to grab them with.
Standard suggestion of removing 2d6 in bonus damage dice from strikes and stances until initiator level 6.
The 3.5 warlock requires basically no adjustment to function at a simple level, what are you looking for specifically? If you want you can even introduce Reserve feats to obviate the playstyle entirely and use it with updated Pathfinder classes.
If you want a fixed Warlock that doesn't need a very specific prestige class with very limiting fluff in order to not suck, give it a Hellfire like ability that adds 1d6 per even level of the class, and let it be used for free 1/2 level + Cha times per day. Or use the Warlock Power Sources homebrew if you want Hellfire to stay distinct and mix in a bunch of alternative choices based on bloodline.
Bulmahn stated in one of the conventions that there was 54 spirits done and the upper devs like him were pretty much like "uhhh maybe we should go with something we know works" and then decided to get mark to scrap what he had and redo it with what we got now.
How would you stat the Holy Moonlight Sword as portrayed in Bloodborne /tg/?
Transformative Bastard Sword seems a good start. But where from there? Sharding is potentially a way to do sword beams or you could do the enchantment from that sword from Jade Regent. What about Limning or Brilliant Energy? What material would it be made from?
>be a fine, upstanding, justice-loving paladin
>awarded a vorpal bastard sword for aiding the fey to beat a force of pure evil
>attacked by bone golem t-rex
>t-rex bites down on me, grapples
>I am now in it's "mouth" getting crushed to death in its jaw
>hp vanishing at alarming rate
>fuck it, blaze of glory time
>"Foolish beast! You have doomed yourself in your folly, for now I am within striking distance of your neck!!!"
>roll for it
>nat 20 comes up
>confirmation basically auto succeeds due to attack bonus
>the beast's head is severed! Victory is mine!
>still 20 feet up and locked in jaws
>managed to walk off the falling and crushing damage, barely
>kept the tooth party healer had to pull out of my spine
How was your Saturday night /pfg?
Shit anon, I'm sorry. Hope the next session works out for you.
I think he just added another 2d6 because I mentioned I was still locked in its jaws. Was more funny than lethal anyway. The fact that I managed to get that vorpal blade to work one session after getting it seemed to make the DM's night. It was also like, an hour after he joked I never crit when I need too (I havd historically fuckawful luck with dice).
>you will never play a drider PC
why even roll...
Look for an upcoming game at Portal Comics and Gaming.
He counted/missed it this time. We'd also recently had a weird bonding thing earlier* so he was probably happy to let me have this.
*We had serious DM-to-Player shit going on that we resolved in direct, honest communication. Shit worked out well.
Inb4 Normies get out reeeeeee!!!
You don't, really.
There are some ways to make things a little more difficult while you are around, but the best way is to have decent saves, be able to close the gap, and murder them.
I have always worked with the assumption I will NOT be going first, too many ways to magically twink initiative.
You need to be able to eat the worst thing they can throw, still be standing, and then close the gap, and do this twice in a row.
So what is the problem with guns?
Is it just the high cost? My GM is willing to work with me on making guns work -- Does the 'Guns everywhere' setting fix this?
Which means you need a:
>high will, fort, & reflex save and/or immunities
>multiple movement types
>be able to counter emergency force shield
Really, at high level (9 and above) it's fucking impossible.
Guns take the 'measures of good and bad' approach to balance, being incredibly good in that they attack touch AC in the first range increment; and incredibly bad in that they're expensive as fuck, call for class levels for proficiency, call for feats and class features to attack at a rate comparable to bows, have a chance of exploding on you, and have no support outside of special gun archetypes (which are generally shit).
What would be the most ideal class for a solo campaign? Character will be starting at Lv 12, 18pts buy, standard wealth;
DM is also giving 5 Lv 5 henchmen, 15pts buy npc wealth. Gotta think about henchmen's class too... What should their class be?
So, started running the On Cold Winds AP. Ended up having the first session not go, well, that well. No one really seemed engaged.
I need help determining what I did wrong, and how to change it for the next test play:
>Enter town, they know abductions are going through the region, tell everyone beforehand they need to have a stake in figuring out what happened with these abductions
>Have to prompt them to gather information, or do anything
>They get several rumors, mainly about an entire town being whisked away less than a week ago
>They also find out the local councilman is looking for mercenaries to hire to find to investigate the abductions
>plus a girl named Elis Deiter found something in the abandoned town (rumors don't agree on what) + a separate rumor about the son of another councilman being kicked to death by a horse
>Wait, eventually have the councilman's son come to find them (he approaches them because hey, they're foreigners and appear to be armed)
>They talk to the councilman, he mentions a large reward to try and get them to agree to help
>The party actually refuses to ask any details about the reward
>Also asks them to sign contracts before telling them any more information, the contracts mainly detail that if they blab what they find to random citizens they forfeit the reward
>the players sign and the councilman reveals the deiter girl actually found two bodies
>also clarifies information that apparently ONLY people were taken from town, no looting occurred and even the live stock were simply left
>the players have several skills challenges to examine the bodies, have a list of DCs for heal checks
>they kinda mill around, examine one of them and find out he has a twisted leg (got a high enough heal check to realize it was an old wound that had healed badly and not a fresh one) and died of blood loss from gashes across chest
>examine the other and pull out an arrow, see it's steel tipped
>prompt them to ask the councilman any more informatiom
You guys are babies, I made a perfectly playable Inquisitor with 18 pb the other day for the sole reason of it being most similar to the 4d6b3 the group was using.
Do you guys start with the assumption that partial casters need a pre-racials 18 in a score or something?
>he explains they were found in the church, a young human man and an old half-orc woman
>the boy is wearing robes and has a holy symbol
>the boy dragged himself from a locked room to the front of the church before collapsing, likely trying to get help for the woman
>players come to the conclusion he must have locked himself and the woman inside, and whoever did it ran
>a few more checks, knowledge ones, would have discovered that the woman's blindness was caused by a deafness/blindess spell (knowledge arcana) and a knowledge local would have identified the woman as the only midwife in the town
>entire region has weather regulated by control weather spells, the weather witch let the spell run out on the village days ago and a storm rolled in so likely most of the evidence is gone
>the councilman does tell them however an outlying farm (17 miles from town) had a set of disappearances as well, and if they hurry they could make it there before the control weather spell ends
>they decide to go, purchasing a donkey and buying food before leaving town
>travel for a while
>get there and find a dire fox and its cub
>end up having three party members go unconscious and only being saved by the party familiars dog piling on the dire fox
>they end up staying the night until the shaman with channel regains consciousness and brings everyone else up
>look through the farm stead
>find the fox destroyed most of the front room, with the other room showing signs of the abduction
>it looks like things have been gone through, but not looted
>find letters with correspondence between the farm head and someone in the capital
>perception checks discovers a root cellar and a hidden compartment under a floorboard with more letters
>letters paint a picture of a slowly radicalizing man and a lot of anti-government propaganda
>in addition they find tracks leading out of the farm stead into the snow
>they decide to follow them
>Do you guys start with the assumption that partial casters need a pre-racials 18 in a score or something?
They need at least 16 14 14 between str or dex, con, and casting stat. And non-negative dex/str.
>leads out of the control weather spell into the snow
>make some saves against cold before they hit the tree line
>keep following, eventually the trail leads to a river and two elk are rutting there
>players decide to go around, head down river (up river had a different obstacle)
>devise a rope swing system
>when trying to cross the gnome passes a perception check, sees a skum in the water
>they talk to it, the skum tells them to get away from his pond in a string of angry curses
>if they had attempted to cross there it would have tried to pull them in and drown them
>end up crossing slightly up river between the two obstacles
>finally continue to the end of where their trail leads
>get to the end of the tracks, a small camp with a two hobgoblins and a goblin eating lunch and talking
>end session there with combat planning and starting next session with a fight
>roughly four hours, feel like I kept having to push them to do anything
I thought the narrative concept was pretty good, not sure what really went wrong.
The ideas were the following:
>after finding rumors they should seek out the councilman to get the job
>the bodies reveal information about the abductors, including the fact they have forged steel and spell casters
>the farm stead paints a weird and similar picture to the town with no valuables taken and a weird political radical guy
>travel time adds fluff and a combat or two
>session was meant to end after goblin combat
I don't know.
For playing with a group, it's okay not to be able to do everything. For a solo game, you should probably be at least competent at most things, henchment not withstanding. That means decent casting stat, decent amount of skill points, some way of handling social skills and all-around above average physical stats. Unless you intend to solve all your problems with spells.
I like the rifle*
God I'm tired. Have a cute girl, I'm going to sleep.
Dump the stats you don't need down to 7 and it works very easily. Hell, those three stats fit into 20 points cleanly so you only actually need to drop one stat to 8, but going to 7 gets you your fourth highest stat as a 12. Let's be clear, I do agree low point buy is definitely bad for the game, but 18pb is not time to just give up on everything that isn't a full caster just because it's not ideal. That's quitter talk.
I'll be there on either Friday or Saturday. Have some character concepts that you want to try and haven't played before.
Martials are characters who don't cast spells (and realistically should also include those poor cripples who cast up to 4th level spells and only start doing so at 4th character level). Alchemists are essentially spellcasters.
The tiers aren't for damage, it's campaign impact. Path of War WILL do more damage than almost all Paizo martials and you'll have to adjust encounters so they don't get one shotted.
Tiers aren't technically relevant when talking about who makes whose job obsolete. One Tier 3 can fully, 100% outclass another Tier 3 and it wouldn't change either of their tiers. That's not what tiers measure.
Occult Adventure Medium isn't that bad right? I means if you focus on Champion Spirit... It's like playing a Fighter with more class feature (but with ability to do some other stuff on off-day).
Hypothetically (knowing that the tier list isn't meant to cover gestalt) where would a Fighter//Rogue fall if specced out with the best archetypes you can manage? Like the new spell casting Rogue archetype on that side, and the typical assortment of Mutation Warrior + Other on the Fighter side.
Why would you go melee when Champion's extra attack stack with Rapid Shot + Manyshot? Fleet Charge let you change position or move back and shoot at the target even more.
It's literally asking for you to go range.
Meh, same shit. OK, sure, slightly better. There's still no way to justify doing it when dramatically improved spellcasting is on the table. Which is shitty, but it's a fact.
Medium: all the class imbalances of Pathfinder, wrapped up into one class.
That's the idea.
He's more looking for build advice for the NPCs and advice on maneuver selection. See this line:
>The problem is I have not built a PoW using character ever before
Stuff like >>44977421 is not exactly helpful for him, even if it is true.
I am the person he's running it for, and I've already offered my advice to him. He's looking for more input than just mine (which is fair).
I wish they'd put red mages into FFXIV.
It looks like it's supposed to be, but the artist there really really emphasized the eyelashes, which is pretty much the only telltale in SAO2 that Kirito's avatar *isn't* a grill.
Bullshit. After level 5-6, you'll have more than enough spells per day for your four daily encounters+whatever else your DM is throwing at you. Unless you are spamming Quickened spells every round or dragging combat beyond what you should be able to clear it in, you can use spells all day long.
Alright, as a general, it depends on a few things.
I am personally particular to Mithral Current, Golden Lion, the less busted shit in Primal Fury. That said, I have a bunch of NOPE counters lined up and flagrantly abuse Mithral Current's samurai ideal.
What kinda gear is he going to use, and what does he want from it?
While I'm sure this has come up and has already been fixed for POW2: The Harbinger's Accursed Will, the Int to attack and later damage thing. Does it increase to full int to hit at 7th level? Because it does in the google docs, but in the pdf that bit's missing from the ability description.
60% of the time (1st, 19th, and all the even levels) it's stronger. 40% of the time (the odd levels other than 1st and 19th), it's weaker.
But its advantage on the levels where it has the same spell level is much less than the disadvantage on the levels where it's behind.
Can't get extra spells per day for specializing, can't get extra spells known from bloodline, can't take busted human sorc FCB for TWO MORE SPELLS KNOWN OF EACH LEVEL OMG WTF BBQ.
"Prepare *and* spontaneously cast" doesn't matter that much, it's effectively the same as a prepared caster with slightly less variety during the day permitted - a 'fresh' wizard who just prepared his spells has more options available to him technically if he prepared a different spell in every slot.
The power tipping point is actually on Quick Study vs Arcane Bond, IMO. List-wide spontaneity is ridiculously powerful with the sorcerer/wizard list. Both classes have a method to gain the other's list-wide spontaneous casting ability, but at different cost. It's actually kind of annoying; Exploiter Wizard has to give up Bond, but through other methods can acquire the Arcane Sorcerer bloodline for a new Bond. Arcanist has to jump through similarly irritating hoops to get Bond while keeping Quick Study.
This anon >>44984824 has the right of it. I may have been...overenthusiastic, in attempting to simplify building harbingers at first.
In other news, just recently got the initial sketch of the Mourners: Scum of Shatterdown cover and honestly I'm pretty fucking hype. For those with an interest, we're gonna be kickstarting the novel next month (print copies available, even); for those who aren't, well, I'ma still show off the cover art the moment I can, so there's that at least.
Tell me about your refluffs, /pfg/! TELL ME!
Paizo is working on remaking the binder right as we speak. Not only are they getting playtesting data from players, but they're only getting playtesting from players that can do the math, so we won't end up with another phytokineticist. Tower shields still ain't happenin'
A Warder using longsword/heavy shield, and a Stalker using a pair of Butterfly Swords. The Warder's meant to be a tanky sort of fellow with a line in party buffing; iron tortoise and golden lion, though not a whole lot of golden lion because there's a skald in the group. THe Stalker kills shit good is the idea; I was looking at broken blade, steel serpent, and maybe veiled moon? But things are still int he early concept stages.
With the warder, may want to look into getting Silver Crane for maximum overbro.
With the stalker, I'd skip Steel Serpent, because it isn't all that good, even in context.
Thrashing Dragon is probably best, even if I HATE recommending it because the potential for ridiculous is so strong. Just tell the guy to take Broken Blade OR Thrashing Dragon.
Morning /pfg/. How's your latest project coming along?
I woke up and saw this blank document with a chart titled "homebrew" and I don't know what the fuck it was supposed to be. I'm gonna brew something out of it, in loving memory of whoever I was last night and no longer am.
Ahn~ yes. Tell m-me more.
But seriously, the Harrow Medium got trashed? Why? I mean, yes, it was 54 pages of spirits and so on, but well, the shitneticist has pretty much a similar number of pages, and it's utterly shit.
On the same linee of thought: has anyone tried the occultist from Radiance House and the various occult-able archetypes like the soulweaver? How are they?
Never. It's too ig for a player companion, too focused for a setting book, and since it's based on Harrow it can't be released as third party.
According to a recent thread on the Paizo forums, Mark is still trying to get it published, but he hasn't managed to get a slot in the planned releases so far, so even if he could get the okay it would be mid 2017 at the soonest.
Your best bet would be homebrewing the missing spirits, or finding a good homebrewer to do it.
At low levels you have double the spell slots so you can avoid the '10 minute adventuring day'. Or having to use a crossbow like some sort of peasant.
At high levels you get lots of slots that you can fill up with metamagic. Did you ever want to spend a fight throwing quickened spells every round? Now you can!
Oh, uh... A DM once let me refluff a falchion as an apenstock that my hobbled character could use to help her walk around and also bash people over the head with?
Other than that, there hasn't been much refluffing. My group rotates DMs occasionally and that happened while one of the permissive players was DMing. Most of the rest of the group are sticklers for original fluff.
Mark had all 54 spirits done and his group was playtesting with all of them. They only reeased 18 on the playtest document, and later 4 or 5 more in the playtest thread as a reward for people posting actual playtest stories. A lot of the problems with spirits were countered by Mark going "There is a spirit that does this, if I only I could post more of them" or "There's a spirit combo that works for that build, you'll see in the book"
Stalled as fuck because my project is wanting to run a campaign for my friends but because of the new job I'm going to
hopefullystart soon, starting a new campaign is a bad idea right now.
Is it busted for a PC to give their cohort from Leadership some money? Cohorts have to be built with NPC wealth so they've barely got any cash for themselves. I wanted to give my wizard cohort some money to fill out his spellbook with.
I'd ask my DM but for some reason he's being lazy about my cohort and hasn't spent his character wealth for me yet, so I don't know how much actual cash of his own he has to work with.
Without archetypes, Fighter//Rogue would be fairly strong t4, I'd say. Two good saves, full BAB and d10 HD, 8+int skills, enough feats and accuracy bonuses to actually do TWF well, sneak attack for extra damage and a bunch of other misc abilities. With the right archetypes on both sides and Weapon master's handbook, it would either be very high in tier 4 or an odd tier 3. Compared to 2/3 casters, it would still be rather low in versatility, though, so I'm not entirely sure it would technically qualify for t3.
Yeah, a PC giving some of their own money to their own cohort. I wasn't sure because I thought doing that would break WBL for the cohort by giving them more funds than they should have. I had my wizard cohort prestige though, so it's be really helpful to both him and my PC if he could round out his spellbook a bit more.
For the archetyped assumption, is that assuming the "right archetype" for the Rogue is Eldritch Scoundrel so they get to be a 2/3s caster? If you combined that with a Mutation Warrior/Eldritch Guardian Fighter who has a Mauler familiar (turned into an Improved Familiar ASAP) flanking buddy for sneak attack, I imagine you'd have combat down on lock and could focus most of your spell casting on more utility stuff.
I agree that if it reaches T3, it'd be a weird as fuck T3. I can't speak for what Weapon Master's Handbook could contribute though because I don't know it very well yet. Being able to cut spells out of the air and knock arrows away from himself and his allies, that's all I really remember.
First suggestion? Ask if you can trade in quantity for quality in henchmen. If not, then see if you can take leadership so you can have a less gimped Cohort.
Your own class makes the most sense as Summoner. Starting that lot level, you can safely dump STR. If you grab some form of Aasimar, you should be golden. Master Summoner is defined as "THE solo-campaign archetype". If you can't play that, regular summoner or even Synthesist will do just fine.
>Master and Regular Summoner, you want full CHA, then an okay spread for DEX, CON, and INT
>Synthesist? all you need from the physical end is CON, because for every fight you damn well better be in your eidolon suit. CHA > INT > CON > WIS > DEX >>>> STR, stat your eidolon as a large quadruped with pounce, a cohort becomes far more important here because you can't rely on your summons to take care of everything for you if you're outnumbered.
For Cohorts, personally in descending order I would take the following and keep them out of combat: Cleric, Bard, Alchemist, Witch, Barbarian
>Cleric is your generic heal and buff bot.
>Bard is your knowledge factory, backup healbot, and
potential waifu, depending on what perform skills you give them
>Alchemist is there to craft shit and be a skill monkey. If your GM allows it, turn them into your full MAXIMUM OVERBUSINESS crafting guy with nothing but crafting feats, they also make a good secondary skill monkey
>Witch is your tertiary healer, secondary crafter, and backup... Well, whatever the fuck. Dump her STR, feel free to even dump her CHA. Take all the random hexes no actual PC would want that fill random niches.
>Barbarian is simple. Dump mental stats into the bin, stack CON first, STR Second, keep DEX at 12 or so. Their job is simple: Stand in front of the other NPCs if anything tries to get to them.
This is just how I would play though, none of this is probably good advice, just what sounds fun with your parameters.
I haven't actually seen Eldritch Scoundrel, so I wouldn't know. Weapon Master's Handbook gives fighters a bunch of nice stuff, enough to push them to t4(without archetypes) if you actually use it.
I don't have the copypasta about it, but it's a new rogue archetype from Arcane Anthology that loses half its sneak attack and rogue talents in exchange for being a 2/3s caster with Magus progression using the Wiz/Sorc spell list. It also gets some kind of pool mechanic, but what it's used for I don't yet know.
Being stuck at level 5 means a barbarian isn't going to be doing that job, anon. Their job would just to be a useful fuck toy for the PC to drag around and maybe also barter with. Then again, you did put him at the bottom of the list, so it's not like you were trying to sell it as the most useful option. I think you might be underselling the Alchemist option slightly, since he could hand the main PC some infusions.
Also a Cleric can make just as good a waifu or husbando as a Bard.
Greensting Slayer, or something like that. I'm pretty sure he has to spend arcane points to get sneak attack dice, though. I don't remember being impressed with the archetype, but even ignoring that if Eldritch Scoundrel gets the wizard spell list, some rogue talents, and a lot more skill ranks but doesn't get the magus' main features, then I'd say the two archetypes are mechanically pretty different.
I forgot that my GM was a cool guy who house rules Alchemist as being a caster for sake of crafting. They still have the skill points to be your mundane crafter while your witch and cleric handle magic items.
>Bard is not the only waifu option
Well I thought that much was obvious. I mean, if this were my GM, all the NPCs would be in the PC's harem or something.
>Barbarian can'd do shit
They exist as a speed bump first. Stack Invulnerable rager and defensive rage powers so they don't die immediately.
Their second purpose is just to lift shit and have lots of stamina.
It'd be more fun to tease them if they don't get tired easily, right?
A successful Perform (Oratory) check can be used to talk while also giving oral sex, so it has other practical functions too. In fact, arguably they could maintain a bardic performance like that as long as they can pass the checks.
Well then fuck if I know.
If it was a gestalt campaign, I would recommend the Witch NPC be a witch/alchemist gestalt, then have her Alchemist side be Promethean/preservationist. The witch is a craft and skill-monkey, the homunculus handles the extracts and hands out infusions. That would actually probably cover basically everything except the bard's knowledge and entertainment niche, and the barbarian's "living speedbump" niche.
Transformative Sharding bastard sword does seem a good idea. I suggest making it Adamantine since its a cosmic metal, though Mythril also works especially due to counting as Silver.
Also, for a King's Field reference, give it Bane tied to Dragons, or Outsiders.
Here's a fun alternative
The PC is an Agathian-Blooded Synthesist summoner. Four of his henchmen are also synthesist summoner, the fifth is the crafting witch.
All eidolon forms are pouncing, celestial wolves. The PC is a large wolf.
You are now a band of wolf-themed superheroes.
Barbarian, Cavelier, Paladin, Bloodrager, Sorcerer, Oracle
Really most anything that keys off of Cha. Skald is in this wierd position of being simultaneously an Active class and a Passive class, so you can easily go with any depending of how you plan tonuse the Skald class features.
Personally, I've always thought a Skald/Occultist (Radience House) would be pretty cool.
If the players weren't really engaged it's one of two options:
1) The players just weren't really feeling it. Not much you can do there.
2) You might have been going a bit too heavy on the skill checks if they needed multiple to solve the puzzles, which kind of alienates the ones that don't have many skill points available.
Another thought is that you might have been leaving it a bit too open-ended. Have notes prepared for if the party does something out of the box, but give them a clearer path or goal to work towards.
Also, you might want to try and reduce the dependence on the councilman's son. Maybe have the two bodies in a morgue that he takes them into, and they have to go investigate the town on their own. While they're in the town, they see tracks that are faded but still visible (giving them a sense of direction) but they still have time to check out the town for clues about their upcoming adversaries, making those skill checks optional but still useful.
Mundane crafting sucks way less if you have Amazing Tools of Manufacture. 12k gp for tools that let you do 2k gp of crafting in an hour each day. Means a mundane crafter can make a set of Mithral Full Plate in 5 days.
Yup, same guy. Actually managed to just talk it out. Turns out my DM was kinda broken up about his shitty behavior too. I mean, it's pretty hard to stay mad when he pretty much comes out and says his storytelling skills are shit and his nocs need work.
I'm now helping him improve his roleplaying, so it's all worked out.
True, but if you have an NPC less than half your level tagging along, you need all the justification for dragging them around as you can manage.
If it's already been stated then I'll state it again: I would trade quantity of companion NPCs for quality. If I could take two level 8 NPCs over five level 5's, I would grab the Witch and Bard. They can both heal, and each have a wide enough array of abilities and can do enough on their own in a fight that they won't be dead weight.
Granted, they would still be behind a wall of summoned monsters, but still.
Just checked this in Raging Song
>f an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features
And Raging Song requires concentration to use, so you can't activate it during a bloodrage.
So basically it just allows you to rage for twice as long per day, but gives some versatility. Activate song for when you need a party murder effort, and activate bloodrage for when you need to use an uber powered Solo Gish
Still, its be great for Gestalt, since it essentially means that, by mid levels, you'll be raging all day and half of that time your buddies will also be going berzerkergang. With that you can choose different rage powers accordingly to which rage they'll be with.
Personally, I would also like to suggest Skald/Wilder with raging surge.
Running out of rage isn't really a common problem, though. I think Skald and Bloodrager overlap too much and since raging song and bloodrage can't be combined, they don't really have much synergy.
It still does not make the fighter T4. It gives them a couple of *decent* things, but ultimately they do little to help its overall situation. An unarchetyped fighter is still solidly T5.
Alchemists with the Spell Knowledge discovery have a caster level.
It's got Egyptian stuff. It's got mummies. It's got tombs, it's got floating pyramids! Also chesty girls possessed by the spirit essence of an evil pharaoh? Yeah, it's got that.
All I can tell you is that the opening dungeon seems pretty tough, especially the final fight. I played a kobold archaeologist who got kicked out of her warren for liking dinosaurs more than dragons, but our group only did like a couple sessions before most of the other players bailed.
Does it have bards, noble scions that underwent brain transplants, and mummies who suck souls out of assholes?
So what if we start with a 5/day item of Fabricate at 18000gp and use that to make immediate items you need. Doesn't AToM only works on items you use a craft check for, or does "spellcraft" count as the craft check for Wonderous Item crafting?
I need 24 lvl 6 experts with 24 lvl 1 hirelings with Cooperative Crafting as assistants. Then I can use 1 AToM to put out 96k of mundane goods per day.
AToMS lock your progress at 2000 gp/hour, so having 100 hirelings with stacking cooperative crafting isn't going to help much. It's also not clear on what the 1/day limit is, is the wielder incapable of doing that more than 1/day (meaning multiple tools are useless and multiple users is ideal) or is the tool incapable of doing it more than 1/day (meaning multiple users is useless and multiple tools is ideal).
What is IS clear on is that ANY item you create using the Craft skill applies, so any mundane creation as well as any magical item that you can create using Craft (which makes Master Craftsman very useful when combined with it).
Spellcraft doesn't count as a craft skill, but craft skills can be used to make magic items. When it comes to crafting, mundane or magical, any skill relevant to the creation of the item can be used. Spellcraft is the craft of spells, so it's always related to the creation of magic items. But Craft: Armor is relevant to the creation of magic (and mundane) armor, so it could be used to create something like Scarab Breastplate. Spellcraft could also be used. Craft: Musical Instruments and Spellcraft could both be used for something like a Lyre of Building or a Goblin Firedrum.
Spellcraft is far and away the best skill to invest in for crafting magic items because it applies to all magic items, but other craft skills can be used- they just can't be used for all items. That said, Spellcraft is NOT a Craft skill, meaning things that give a bonus to or affect craft skills (like the Crafter's Fortune spell) won't help you if you use Spellcraft to make your items.
Not that Anon, but it sounds pretty dope.
1) How viable is it to run characters that aren't local yokels? Does it encourage or discourage being a dirty Garundi?
2) "chesty girls" implies plural. Are their multiple chesty waifus?