Pathfinder General /pfg/
Hey look, another book buffing casters.
Unified /pfg/ link repository: http://pastebin.com/53QiHfcU
Old Thread: >>45035122
Do you think adventurers should love other adventurers, or should they find a non-adventurer to love?
Loving another adventurer at least has the (dubious) benefit of not handing a dick GM a ready-made way to ruin everything your character loves (see: the John Wick School of Murdering Dependent NPCs).
Don't hide it from me, /pfg/
Tell me about your
peeves and rants with pathfinder
>peeves and rants with pathfinder
Well I doubt I have any new complaints about the system, so... /pfg/ is literally the most autistic recurring thread on /tg/ and still the best place to discuss Pathfinder, I guess. That's what really bothers me.
Witches should have charisma as their casting stat since they don't study magic.
Vital Strike should have worked alongside a charge or a spring attack.
The Investigator is shit,. They should have just ported the Factotum / Chameleon from 3.5
I hate Wizards being generalist casters. They should only be able to pick only 3-4 schools to study.
Paizo is running out of ideas and this game is going to run out of things to talk about that aren't Golarion, AP's, and waifus.
And on that day, our fall to the Dark Side will at long last be complete.
I would like some opinions inb4 being called a noob for dumping CON / using Vital Strike at all. Also note this is Paizo-material only.
The character works actually well in a group of 6, including 1 damage-dealing mage, 1 sub-optimized druid, 1 melee-oriented healer oracle, a struggling melee-based TWF ninja and a Slayer.
I currently plan on giving him Greater Called Shot (making every crit a debilitating strike to the torso / arms / legs at least) and Clustered Shot. And to multiclass too, in order to increase the non-crit damage potential. Should I go Slayer or dip two or three levels of rogue in order to get Evasion?
Any other idea I may have overlooked?
I hate that I'm aware of the imbalance in the system. I hate that casters are so goddamn central to this fucking game, yet my GM fails to understand. He hates on PoW/Psionics because it's not "first party" when none of this shit is "first party". That would be 3.5. However, he can't be assed to read anything that someone tells him to, leading to him not looking at any DSP stuff (or full casters for that matter) despite those books allowing me to do more in combat than "I full attack/charge" or being a nerd in a fucking bathrobe with the powers of a god. Maybe I just want a cinematic game that has an indepth character creation system/mingame. I'd play something else if I could find another goddamn game that lasts more than 3 weeks. But that won't happen with my grognard GM who thinks building a character around the fate's fortuned trait and hero points is a good idea.
The worst of all of it is that my GM is by brother.
thanks for listening to my blog
"When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack with a called shot. You may only attempt one called shot per round."
" When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction."
"Special: If the massive damage optional rule is being used, that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage)."
I am led to believe that yes it does AND that clustered shot allows debilitating blows to trigger.
Either way, it's been discussed with the GM and will be accepted. Our blast-mage throws epic-maximized (rod) fireballs for 100 points of damage. I deal marginally more on a single target, assuming failed saves and normal hits.
> Witches should have charisma as their casting stat since they don't study magic.
They do study and experiment, kinda, so I politely disagree. I would've gone Wisdom myself.
> Vital Strike should have worked alongside a charge or a spring attack.
And scaled up, without requiring more feats to be spent, just by reaching a BaB of +11 and +16.
> The Investigator is shit,. They should have just ported the Factotum / Chameleon from 3.5
I agree on the first part, I don't know about Factotum / Chameleon.
> I hate Wizards being generalist casters. They should only be able to pick only 3-4 schools to study.
This so much. Maybe even add some abilities that could traded in for another banned school. Also, steep penalties on Pearl of Power (pearl level -1) and wand usage (req. a check based on wand's caster lvl) of banned schools.
Alternate Homebrew Race of the Kitsune
Tanukis, or Racoon folk, are a distant relative of the Kitsune Race. And like their kin, they too possess an inherent magical knack for deception.
Ability Score Racial Traits: Tanukis are stocky or voluptuous in build and tend to be quite sociable, but they are less agile than their more lithe-bodied kin. They gain +2 Strength, +2 Charisma, and –2 Dexterity.
Magical Racial Traits:
Magic Leaf (Su) A Tanuki can alter their appearance or the appearance of an object by masking them with a glamer spell using a mundane leaf infused with their magic. A creature that interacts with the glamer may attempt a Will save to recognize it as an illusion. Magic leaf is a standard action. This ability otherwise functions as the disguise other spell.
Tanuki Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against illusion spells that they cast. Tanuki with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—minor image (caster level equals the tanuki's level)
What do each of those traits replace on the normal Kitsune chassis? Since I assume that's not all a Tanuki has on itself.
That's what I thought, but my DM focuses on "A full-round action requires an ENTIRE round to complete." part of the sentence.
Btw, how does a spell/ability that has a casting time of 1 round works? When does its effect/benefit kicks in?
>Leverages racial reputation as tricksters to not seem paladin-like
>Uses illusions to keep a low profile, then do the greatest good from the shadows, where other paladins cannot step
Next time you need healing from your Paladin, please play this song.
A full-round action does not take an entire round to complete. A full round action does.
Yes, this is shitty wording and complex.
A spell with a casting time of "1 full-round action" goes off after you finish casting it, right before the end of your turn (and you can use swift and free actions before your turn is over).
A spell with a casting time of "1 round" is cast over the entire round, from the time you start until the beginning of your next turn. It can be disrupted if you're attacked between now and then, and goes off just before your turn starts.
> Full-Round Action: A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below).
> You can also perform free actions and swift actions
You GM is trying to be rule lawyer and pretty shitty at it?
I just realize the potential fun roleplaying a kitsune and tanuki pair
The Kitsune is good at charming. She's a femme fatale.
The Tanuki is good at illusions. She's a conartist.
Together they would make great thieves.
> ...what's the difference? The dash in the middl?
Seems so. My advice would be to let it go as he'll probably just ban the item as a reaction. There's so many ways to be broken in pathfinder, once can go without a simili-pounce.
What's your character like?
>I made a Skald. Have I chosen well?
might as well shred that character sheet and reroll
Okay version 2 of the Homebrew and then I'm headed to bed:
Alternate Homebrew Race of the Kitsune
Tanukis, or Raccoon folk, are a distant relative of the Kitsune Race. And like their kin, they too possess an inherent magical knack for deception.
Ability Score Racial Traits: Tanukis are stocky or voluptuous in build and tend to be quite sociable, but they are less agile than their more lithe-bodied kin. They gain +2 Strength, +2 Charisma, and –2 Dexterity.
Feat and Skill Racial Traits
Shady: Many tanuki make the most off their gifts as con-artists, pawning off their illusions as objects of value. They gain a +2 racial bonus on Bluff checks.
Magical Racial Traits:
Magic Leaf (Su) A Tanuki can alter their appearance or the appearance of an object by masking them with a glamer spell using a mundane leaf infused with their magic. A creature that interacts with the glamer may attempt a Will save to recognize it as an illusion. Magic leaf is a standard action and only one glamer may remain active at any time. This ability otherwise functions as the disguise other spell.
Tanuki Magic (Ex/Sp): Tanuki add +1 to the DC of any saving throws against illusion spells that they cast. Tanuki with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—minor image (caster level equals the tanuki's level)
the only thing i'm hiding is every post that contains this trash-tier maymee.
Somebody pointed out once that aside from the name and a small amount of spell selection, a charisma using "witch" is not very different from an oracle or sorcerer; and a wisdom using witch is not very different from a cleric. And fluff wise, a Witch is all about forbidden knowledge. Lore, intellectual lore at that, from beyond mortal ken.
I'm kinda surprised they haven't already come out with archetypes for sorcerer or oracle and for cleric. I really want my maiden mother crone witch trio.
Magic Leaf just seems functionally much better than Kitsune shapeshift.
I guess its balanced though since Tanukis can't grow extra tails and thus locked away from more spell-like abilities.
Am I doing it right? Did I just gives all my information to you guys..?
My big question is what happens to that natural bite attack. Since Tanuki can't shapeshift, do they lose access to it or do they always have access to it? Or is it just replaced entirely?
I forgot my picture.
More this and less laser spam.
Is that actually his fucking name?
What the fuck even is this? How is anyone supposed to know what's actually in this book based on this?
Cold Irony? What is that? Is that where the Rogue Archetype is? Is 'Analects of Aroden' a collection of Wondrous Items? Some spells?
And thank goodness they found room for the 'Next Month' section. It's important to me to know exactly where the ad space begins when I crack open the front cover so that I can see exactly how many pages of content were fucking stolen from me at cost.
Weapon Master's Handbook was clear and obvious. Said things like "Ranged Weapon Styles", "Divine Fighting Techniques", and "Magic Item Mastery". It was obvious what was in each place and whenever I reopen the book, I know where I'm going to find something specific by checking the Contents.
This is a fucking mess. I wanted to see some stuff from this book to see if I wanted to buy it, but I can't even ask about anything because I'm sure it's organized like shit all over the place. I wanna say, "Hey, show me the archetypes" but that's too much work for anon. He can't just take a shot of one or two pages and post them. He's gotta go to the 'Runes of Wealth' section and copy that page, crop out the non-archetype parts and post that, then go to the Tome of Stone Wards and find that archetype part and do the same probably 5 more times across the whole book, so I feel like shit even asking for the 'Spells section' or the 'Discoveries section' because they're not actually there.
Who the fuck edits these like this? Who thinks a format like Weapon Master's Handbook isn't good? It's too clear and concise? Not flavorful enough for the game world?
Just fuck it.
Rogue is actually in Rune of Wealth. But yeah.. It's pretty hard to navigating through this thing.
Goddamn, the rogue really gives up a lot for casting.
Sure, you have magic versatility now, but you've lost a lot of what made you a rogue.
>Doesn't stack with Hidden Blade
Dream is over
Now lets be fair, the hidden gem here is the ability to fuel Ki with spell slots. You can grab ninja tricks (especially forgotten trick looks like it'd be really useful for once) and then apply them pretty liberally all over the place. You should have more slots than Ki points at least.
Probably not enough to boost it anywhere near useful levels, but it is a neat trick.
Fighter (4th level casting, dropping stuff like all usual Fighter stuff)
Wizard (Another 1/2 BAB Melee. Paizo loves those for some reason)
Rune of Wealth :
Bard (Pretty good. Get Sorc/Wiz spell that's not on Bard list. Get precise shot at level 2, people who are affect by your Bardic Performance don't count as cover. And get Ranged Spellstrike)
Jatembe archetype is Bloodrager and Arcanist? That's weird. I mean, the big archetype you'd base off Jatembe's shit would be the Ten Magic Warriors, who sound pretty close to the Magus class.
meh that's 5 pages. Guess I'll text spoiler the spell instead.
Celestial Healing / Celestial Healing, Greater : Like Infernal Healing with [Good] descriptor. Duration is only 1 round/2 level though.
Cyclic Reincarnation : 6th Druid spell. 5000gp. Like Reincarnation but you comes back as the same race.
Jatembe'ire : 6th Druid, Wiz/Sorc.
Gargantuan Black Tentacle that target creature with evil aura (it has constant detect evil). +13 bonus to CMB. 4d6+13 damage.
Mask from Divination : does what the name said
Planar Inquiry : Like Lesser Planar ally but can only be use to ask question and gathering infomation.
They need to start spitting out more monk stuff. I need my d10 hit die and full BAB, but I want some options to go with it. At least there's a lot of choice between the Qinggong list and the adept.
His Magic Warriors never really come off as related to barbarians, though, like a bloodrager would. One of them literally went and taught the Shory how to build their bitching floating cities.
Here is the Fighter (and Wizard)
I'll do that next.
Now I'll be off. Still have actually sit down and read the book myself.
Is this a feat to make no one care who you are until you put on the mask?
An awful feat though.
Can always buy it back for prereqs with the 6th level bonus feat that they retain, I guess, thanks to Weapon Master's Handbook and the Martial Focus feat counting as Weapon Training.
School conjuration (calling); Level cleric 3, druid 3, inquisitor 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3
Components V, S, M (offerings worth 100 gp per HD of creature called)
THE SWORDSMAN’S ANALECTS (LEVEL 3 UNIVERSALIST) :
Shielding Weapon (Su) Your spells infuse a weapon with protective magic. Spend this boon as an immediate action whenever you cast an abjuration spell. When you do, a weapon you wield grants you a shield bonus to your AC equal to 1 + 1/2 the spell’s level for 1 round.
THE GUIDE’S ANALECTS (LEVEL 6 UNIVERSALIST)
Glorious Blade (Su) When you attack with a sword (including swordlike effects created by spells such as spiritual weapon, as long as they
require attack rolls), you can expend a prepared spell or spell slot as a free action to spend this
boon. If you do, you gain an insight bonus on the attack roll equal to the level of the prepared spell or spell slot expended.
THE LAST AZLANTI’S ANALECTS (LEVEL 15 UNIVERSALIST)
Efficient Creator (Su) You can spend this boon to use the magic item creation rules to create items with the Craft skill for one day. When doing this, your material costs are equal to half the final value of the item crafted (rather than the normal 1/3 of the cost for using the Craft skill).
You can craft items with a cost greater than 1,000 gp by expending this boon over successive days, in the same way magic items with a cost over 1,000 gp can be crafted over multiple days. You otherwise follow all the rules and options for magic item creations.
Well that's because Fighter was poorly put together. It only had 3 class abilities to loss Bravery, Weapon Training and Armor Training.
So unless they do an Unchained Fighter where it has more class abilities, its Archetypes are only going to be able to replace so much before they lose any benefit of being a fighter.
So I'm playing a gun-toting witch (technically a hexcrafter eldritch archer magus) and I just realized I can use prehensile hair to give me a third free hand to reload dual pistols with. Shittiness of firearms aside, is this legit?
Pst. Hey. Kid. You want some homebrew? I might have some for ya.
Earlier today I read a feature of some archetype where you can choose which weapon you are holding you make each normal BAB-granted attack with. It's like they think their game is currently shittier than it is, but simultaneously they can't actually see how bad that might be.
You also can't use this archetype to meet the prerequisites for Eldritch Knight.
Could be better, but I can work with this.
>implying the wizard spell list isn't an order of magnitude better than any other
>not getting quickened greater vanish as a first-level spell via ninja talents
>not being the first rogue to raise an army of the undead
First-level spell, m8, not spell at first level. You get it at fourth, when you can take vanishing trick and activate it with a first-level spell slot instead of a ki point.
Thanks to pearls of power, you can buy additional uses of any trick for 1000 gp a pop. Better, at later levels, retrain to forgotten trick, buy a ring of ki mastery, and have any ninja trick that exists for the price of a second level pearl.
Ok. So Fighter isn't nearly as shit as I thought it was going to be. Shame it's the Bloodrager spell list they're stuck with. If nothing else, it could be bumped into.. what, Tier 4 maybe since it can do more than 'I full attack!' in a round? On the other hand, losing access to two-handed weapons is a kick in the teeth. As for the Sword Binder archetype, I wasn't quite as disappointed; that was until I read Telekinetic Sword.
>Can control his bound sword (and only his sword) as per the sustained force option of Telekinesis.
But.. Objects already could be sustained with the sustaining force option. You mean to tell me I can sustain anything other than my damn sword? And then you get Clarivoyance when using it once or twice a day? When I first read Telekinetic Sword I thouyght it was going to be an ability option that would let you wield your bound sword at a range for a number of rounds per day using your Caster Level as BAB + Int as Strength; not for some shitty scouting option that puts your bound object at risk.
I mean it's functional (technically); just a bit disappointed with the lackluster capstone.
Das pretty weak, mane.
But Efficient Creator perplexes me the most: it's a spellbook boon, isn't it? Meaning you have to be a caster to use it. If you're a caster making magic items, then why the fuck aren't you using Spellcraft? Counter-intuitive as fuck.
Do they know what the fuck they're doing anymore? And I'm with >>45046741. Gonna need some evidence of that.
The best sword really depends. Falcata deals the highest damage per round, but if you're wasting very much of the 3x critical at all on overkill, or you get any extra effects for scoring crits, you'd likely benefit more from increased critical rate weapons (elven curve blade > falchion/estoc).
Reach is better than any of that shit, especially the reach bludgeoning weapons (best against weapon-based DR) but as far as I know there are no reach swords.
You forgot the best part.
>If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.
>If you cease concentration for any reason, the object falls or stops.
>Nothing in the ability states the sword comes back to you when it ends.
Every round your shitty sword is flying about, you've put a giant bulls-eye on your back.
One might suspect that it could be some means to put a leash on Wizardry shenanigan; however, the devs don't seem to be that clever. Who the hell was on this booklet, anyway?
I need a copy of this PDF so I can read through it myself. Screen grabs are only going to cover so much.
The highest you can go, I guess. 25 is the most commonly-accepted among the high end by groups.
The lower you go, the worse the bad classes get. The best classes are nearly unaffected entirely by low point buy.
Maybe, maybe not. The wording is a bit murky, but I see where you made your conclusion. Still a rather lackluster capstone all the same.
Ah! Thank you for clearing that. And yeah, it's still dumb as hell. Not just because of Fabricate, but also because of Amazing Tools of Manufacture, which can accomplish 2,000gp's worth of work in eight hour intervals as opposed to Efficient Creator's 1,000gp per day/eight hour intervals. The Efficient Creator boon doesn't seem to be very efficient all things considered.
They replace the opposite rogue talents; Eldritch Scoundrel drops the 2/6/10/14/18, Hidden Blade drops 4/8/12/16/20.
Do note that means no rogue talents at all, which locks you out of ninja shenanigans and thus greatly devalues ES.
If you want to cheese things, you could argue that because Hidden Blade only replaces rogue talents gained at certain levels rather than removing 'Rogue Talents', the class feature, you still have the class feature at level 4 even with no talents and thus qualify for the Extra Rogue Talent feat.
What skill do I use to seduce someone?
So, Eldritch Scoundrel uses the wizard list, and for slots gets the same "daily spell allotment" as the magus. But it lacks the very specific wording used for warpriest:
>A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.
Ergo, 7th-9th level wizard spells are still on the Eldritch Scoundrel's spell list, they just never get slots for them. An Eldritch Scoundrel can use totally use a scroll of wish without any check needed.
Does anyone have experience with running a military campaign/setpiece battle in PF?
I'm wondering how to best go about it when the players are not yet commanders of forces, but grunts and irregulars.
Any and all advice would be appreciated.
Zoom in and scratch things up as would make sense in your "country"
This hobby takes some effort, not everything will be built automatically for you.
Alternatively just go loot other folks maps and city schemes.
Or maybe, Paizo wants high level Rogues who can use a scroll of Create Demiplane without a problem, use his own prepared Permanency, and can Plane Shift to it whenever he needs to lie low.
I'm not feeling very creative this morning.
Apparently, Paizo still believes that ability to cast one level of spells is equal to a feat or feat-equivalent class feature. So instead of dealing with archetypes, we can homebrew following feat:
Magical Training 0-10 [General]
It's magic, you ain't gotta explain shit.
Prerequisites: 1HD (3, 5, etc up to 19)
Benefit: You gain ability to cast spells of 0th (1st, 2nd, etc) level as a wizard of level equal to your HD.
Is there any instance in which I would want a mi or bag of holding, besides being an impatient fuckwit? The party is coming up on level 3, and unless we pool all our money on a bag of holding we can't carry all the loot our barbarian keeps producing through mass murder. It's a shattered star campaign, and I'm an Alchemist that got house rules as having a CL for crafting purposes.
Am I better off just making muleback cords until we can afford haversacks and bags of holding? Do I just suffer through the backbreaking labor of being at near-max encumberance? I want to make other, more immediately "useful" things like boro beads, sleeves of many garments, runner's shirts, preserving flasks, and
an anatomy dollbut my autistic hoarding instinct demands I leave nothing behind under any circumstances for MAXIMUM PROFITS.
Anon, see >>45048438
This, combined with being the only person with enough autism to want to consider processing the vast quantities of hand crossbows, long swords, short swords, etc we find, means I'm in for one hell of a time if I don't figure out a way to carry all this shit. My homunculus is pretty useless as a pack mule with a small size and 10 STR until level 4.
You're dealing with autism that went to learn crafting rules at the same time as the rest of the system, and who intends to make a separate inventory spreadsheet dedicated to minor loot. I /need/ to scrape every coin I can to keep these numbskulls in my party from killing themselves.
are there any ways to get more than one swift action per round?
And if not, would it be weird to ask my GM for a homebrew feat or magic item allowing that sort of thing, perhaps with a "per day" limitation (ie dex mod/day or something)?
I'm playing a swashbuckler in a mythic campaign and am choking on swifts.
Long ago, before I knew the rules proper, I thought you could substitute other actions for swifts. move is shorter than standard, so you can double move. swift is shorter than move, so logic dictates you should be able to triple swift.
But because there's an arbitrary limitation on swifts, there is now a magic item allowing you to do what you should already be able to do...
This. My BBEGs are not omniscient. They need scry or send spies to watch the players. If players figure that out they can stop the BBEG from spying and possibly vanish off his radar.
Puppet Combat is hilariously useless. There never was a restriction stopping the Magus from using illusion or enchantment spells with spell combat, as long as hey were a standard action to cast and oon his spell list.
It doesn't even allow him to spell combat with full round illusions or enchantments.
It's an ability that literally does nothing.
slashing grace + urban barbarian
the only actual shitty thing about a melee kobold is that your combat maneuvers will be awful unless you blow another feat on agile maneuvers.
In my campaign, I made up a goblin swashbuckler, and that has been a good bit of fun. being small and super sneaky is great for setting up and ambushing your enemies. A good strategy is worth more than a +2 to damage.
Does someone have Champions of Corruption and can post Umbral Unmasking drawback on page 29? I'm on my phone and am trying to figure out from the SRD why exactly this is a drawback.
Umbral Unmasking: You cast no shadow whatsoever,
or the shadow you do have is monstrous. Under normal
lighted conditions, this is not hard to observe—but
uncommon to notice. Creatures that succeed at a DC 15
Wisdom check notice it plainly (an additional Perception
check may be required based on environmental
conditions). This telltale sign of wickedness cannot be
concealed by misdirection, nondetection, or illusions, except
those that also affect shadows (such as invisibility).
Peasants with pitchforks, and paladins, presumably.
It's the annointing stuff here >>45045688
Also holy shit, those are fucking terrible discoveries. The only slightly useful one is Mercurial Oil for the size increase to magic weapons, everything else is hot garbage.
I think it would also mean an Eldirtch Scoundrel above level 20 would be able to eventually caster 7th, 8th, and 9th level spells. Casting classes continue getting higher level spell slots into epic levels.
> More spells for wizard
> No more extra attacks for fighter
Yeah. My friend and I agree it's a worthwhile trade, but he objects to the archetype on the grounds that it's too big of a change for an archetype. I think he would have preferred it as a new Alternate Class or something.
I got a bit of an Eevee problem here. I extrapolated the character as a Fighter 13, a Fighter 9 / Slayer (sniper) 4 and a Fighter 13 / Vivisectionist 4. Here's the sheet.
> Base Character
> Fighter 13 version
Saves aside, best flat numbers. Note that I did not change the equipment and it has not changed since the last 2 levels. On 6 hits with maximized damage starting with Distant barrage and no DR, it's 27 / 28+28 / 29 / 30 / 31 / 31 = 204 dam
> Sniper 4 Version
Requires a bit of maneuvering, but if I Snipe, all hit, all max sneak, I get 31 / 33+27 / 35 / 37 / 39 / 40 = 240 damage. Hidden benefit: Track Poison use (/w custom poisons), Range penalties reduced
>And the Vivisectionist
Requires more maneuvering but 35 / 36+24 / 37 / 38 / 39 / 39 = 248 damage. Hidden perks: Mutagen Dex (+2 to hit, +4 AC, 40 minutes), buffs&heal / extra arm can hold regular shield at no penalty + extract, 25% immune to crit/sneak
Got a pretty decent selection of skills and DM allowed me to get creative with regular alchemy. Besides, Vital Strike sucks, but I can target creatures behind walls.
I also move faster than Hasted fellows (60 feet base + 20ft if I spend a Mythic Power), and have items that are based on utility.
Boots of the Cat
Cloak of the Hedge Magician
Wayfinder + Clear Spindle Ioun Stone
>Pic Related, Custom alchemical items, trick arrows, the reason I have two craft skills.
I'm pretty sure it's purposefully meant to weaken the archetype. My assumption is that it's a downside built into the archetype to compensate for the expanded spell list the Puppetmaster gets, which is a pretty considerable buff.
I guess self-healing, a 40 minutes dex-based rage, sneak attack damage, a selection of minor buffs, new class skills, poison use, one or more brand new arms / wings, the sneak attack / critical resistance, two feats (one of which received 2 levels before I'd otherwise meet the prerequisites) and the ability to make my cool alchemical items faster might be worth the +2 to hit / +3 to damage.
>Puppet Combat (Ex): A puppetmaster can use spell combat, improved spell combat, and greater spell combat only with spells of the enchantment and illusion schools of magic. This ability alters spell combat, improved spell combat, and greater spell combat.
>only with spells of the enchantment and illusion schools of magic
That is literally exactly what it says. It's a restriction on the normal ability.
Yeah, Paizo has one but they're only letting people who give them money use it. The book literally just came out today, give it some time or buy it yourself if you're too impatient to wait.
Yeah, well, AT only loses 1 caster level, and ends up with better sneak attack and 9th level spells.
Fuck, you could greensting magus->AT and still end up with the same number of sneak attacks, but way more good class features.
but they just don't really support prestige classes, in general. The fact that its better isn't really important to me. Paizo is basically making it easy for people to make a character that fits a specific 'fantasy' from level 1.
basically yes, PF is built around you picking a character, picking a class and archetype, and running that till level 20, with further customization via feats.
wizardphilosopher asked the king to pay for his services by placing a gold coin on first tile, two on second, four on third, and so on. The king didn't know math and was left without any gold.
There are quite a few character archetypes (no in PF mechanical meaning of that word), and it's pretty hard to make a class or archetype for each. Now add fluff mismatch, mechanics mismatch ("What do you mean my transformation is canceled by Dismissal?"), and sometimes desire to combine two archetypes, and you get... well, basically 1pp PF.
Yup, it was probably that.
to give credit to Paizo in this aspect i think Archetypes generally do this quite well, its more fun to play your idea from level 1 than have to wait until level 6 or 10 or whatever
If you just want cosmic T1 power, Arcane Trickster isn't any worse than normal wizard. Eldritch Scoundrel finally pushes Unchained Rogue into T3, and I'd rather have another class in that happy little margin of balance than have an AT that breaks the game just by existing.
I dislike Eldritch Scoundrel just because of the skill point reduction. Being a true skillmonkey-caster was the one and only playstyle you would want the Eldritch Scoundrel concept for.
If I were to have made Eldritch Scoundrel, I probably woulda just focused it more around the minor/major magic rogue talents. Like, giving them access to multiple spells they know with them at once, more uses, getting up to second and third levels spells.
the skill point reduction doesn't hurt because you're an int based caster and will be having a good int stat while a Rogue wouldn't really care about their int stat because they have 8 fuckin skill points
Anon, wizards already outskilled Rogues purely by being Int casters. Now the ES is an Int caster, and will more than make up the lost four ranks by being built around that fact. When was the last time you saw an effective Rogue with more than 10 in Int?
It also doesn't have real noncaster or mixed-caster features aside from a very bad Sneak Attack progression. Its entire job is the spells, which are not enhanced by any features or tied into roguey actions at all. There doesn't seem to be a reason to choose to play one of these over another class.
Free finesse and 1.5x-dex-to-damage, debilitating injury for no-immunity debuffs, and the ability to spam ninja tricks forever on a shoestring budget.
...unless you were thinking of the core rogue, but I thought we agreed to pretend it no longer exists?
The falcata is generally considered the best exotic melee weapon, iirc. It's a longsword with x3 crit, basically, and you can two-hand it just fine.
I'd argue the Fauchard, with its 18-20 crit range, trip, and reach, is also an amazing exotic melee weapon.
Well, thank you for accommodating the question anyways.~
>tfw you will never EVER play in a campaign with a well-done Dragon antagonist
Why do they always have to be things you just run into?
Why the heck do people keep bringing up the Greensting Slayer like it's remotely comparable to any other sneak attacker? You have to spend arcane pool on a per-attack basis for half-progression sneak attack, at most once per round because it's a swift action. And you lose arcane pool enhancement for it!
I've only glanced at it, but Eldritch Scoundrel VMC Magus seems like it'd be a much stronger contender for "magus with sneak attack" than that rancid garbage.
Unchained rogue stacks with all rogue archetypes, anon. It only added new class features, with the exception of one name change that had "this counts as the old thing for archetype purposes" written in specifically for that reason.
we already covered this in this thread already
Eldritch scoundrel is definitely the better sneaky stab wizard
they can if your GM isn't a pillock.
Except if it doesn't have appreciably more skill points than a wizard who can focus more on Int than it, what makes it unique even at sneaking? There are traits to get that little +3 class skill benefit.
You take Greensting slayer because you don't stay as Magus anyway. You go into AT (and later possibly evangelist to recoup some BAB). You don't CARE that your pool isn't there, because you won't be taking another magus level until freaking 15.
Greensting is an otherwise impressively terrible archetype, but we are only using it for this. And for this, it's sufficient, since you still get all the important Magus parts you care about before heading into AT.
Oh, when I read that story it was a grain of rice on the first tile and so forth, and the girl commented that if he'd been able to pay to the end, all of India would have been knee-deep in rice.
You stupid bastard, this isn't a Barbarian who could choose to be a technically superior class but wants to be a warrior for his character concept, this is literally just "wizard but worse". That's a significant distinction, even the pretense of actual real class balance wouldn't stop this from being utterly outclassed.
So you're saying this is a rogue/wizard hybrid that could choose to be a technically superior class (wizard), but wants to be a rogue/wizard hybrid for his char concept?
Slap it on an unchained rogue and its actually pretty solid at what its supposed to be. STOP COMPARING EVERYTHING TO WIZARD
Greensting Slayer can't qualify you for Arcane Trickster by itself because it doesn't give you sneak attack (only the ability to temporarily gain sneak attack damage).
You all keep thinking that Greensting Slayer exists for some mechanical reason, like it's there to help with niche builds. It doesn't. It's too shit for that, especially now that Eldritch Scoundrel exists (but even before then). It exists to create an archetype for a faction in Golarion (students of Erages Academy, who are taught to be mages but also learn some underhanded sneakiness to fit into the criminal underbelly of the city). That's WHY it exists. Why it SUCKS is entirely unrelated to that lore reason for its existence. It SUCKS because Paizo can't into good design.
Yes, that's one I keep. I strip most of the fluff from the traits and leave it for the player to fluff them. I prefer traits this way because it keeps the trait list much smaller and easier to go through, it knocks out some of the traits I think are too powerful, and gets most players to use them more for what they're meant for (fluffing out a character) than as an element of build currency.
>Greensting Slayer can't qualify you for Arcane Trickster by itself because it doesn't give you sneak attack (only the ability to temporarily gain sneak attack damage).
As far as I know, if it says "as a sneak attack", it's a sneak attack. It may be a bit iffy, but it should work. If that does not work, then yeah, better just go magus+1 level of snakebite striker+accomplished sneak attack.
Arcane trickster (with snakebite striker+accomplished sneak attack) is a rogue/wizard hybrid with 1 lost caster level on a full caster, actual class features to mix trap disarming/stealing/unlocking shit, and sneak attacking with magic.
This is the problem. The rogue archetype doesn't mix his talents with spells better, and gives up so many sneak attacks it ends up with less in the end. It is a straight worse option on every level.
The aegis has power stones and skill shards to have a wide range of utility, as well as lots of options. I'd consider its suit a subsystem to access.
It ALSO has maneuvers, which brings it up in Tier 3, but it already was in the tier imo.
Aegis has no manifesting of its own, and a pathetic power pool to function off of too.
Despite this it's considered one of the top, possibly even the pinnacle of the third tier, with immense versatility, high power, the ability to use or substitute for numerous subsystems (veilweaving, power-stone/skillshard harnessing, maneuvers, high UMD) without even requiring an archetype in most cases.
Aegis is hard-locked out of having the highest level reality-fuckers in its class ability repertoire, but is otherwise even *more* capable of changing its abilities to suit the situation than even a goddamn wizard (by virtue of reconfiguration instead of having to even wait a few hours).
Paging DSP guys. Flash type class when?
>How are you gonna fluff that burning spells to remember ninja tricks you never learned? Not saying that antagonistically, I'm just genuinely curious.
I mean, it's the same magic stuff you burn ki for with a normal ninja. Consider it a divination spell, that temporarily grants you the knowledge of old masters maybe?
Don't forget, ring of ki mastery lowers the spell slots needed by one level. You'd need someone else to charge it up, but it never depletes unless you pull the ki out yourself.
"I activate my sharingan and copy your jutsus"
An interesting high level strategy could be:
Sonic thrust+pressure points.
You actually make use of your 3/4th BAB (since this is not a touch attack) to deliver 15 sneak attacks. Which also each shave off 1 point of DEX or STR if they hit.
REMOVE KELESH remove kelesh
you are worst kelesh. you are the kelesh idiot you are the kelesh smell. return to qadira. to our qadira cousins you may come our contry. you may live in the zoo….ahahahaha , rascal FUck but fuck asshole kelesh stink..kelesh genocide best day of my life. take a bath of dead kelesh..ahahahahah….hahahahaha idiot kelesh... REMOVE KELESH FROM THE PREMISES. … you are ppoor stink kelesh… you live in a hovel hahahaha, you live in a yurt..FUCKk ashol kelesh no good i spit in the mouth eye of ur flag and contry. taldor aliv and real strong wizard kill all the kelesh farm aminal with rap magic now we the taldor rule .ape of the zoo padishah emperor fukc the great satan and lay egg this egg hatch and qadira wa;s born. stupid baby form the eggn give bak our clay we will crush u lik a skull of pig. taldor greattst countrey
We knew you'd grown degenerate, Taldor, but to fall as far as this? It astounds me how utterly disappointing this is.
Is there anyway to combine Psychokinetic cannon
Or should I just try for some insane Soul Knife/Bolt build?
So a friend of mine wants to start up a new Pathfinder campaign (based loosely on some Dragonlance material) with our semi-regular group of friends. We know each other pretty well but he's unsure how to unfold the campaign in such a way that people don't become disinterested.
He wants to have a 5 year campaign, but isn't sure if he wants to just drop us in the thick of things and see if we can figure things out, or try a more railroaded, story-like experience. Suggestions, thoughts?
Still working on that whole Lords of Frost thing. Here's the new version of the Player's Guide - please inform me as to what needs to be added.
The good GMs manage to somewhat railroad without making it look like a railroad. You just need to be adaptable and have some good backup plans to get the players back on the grid.
>"Dick of the Nibelungs"
Thanks for the info, whoops...
Well if it's an insane soulbolt build you want... you could always combine multibolt with discipline weapon shapes and weapon-group-adaptation.
This can let you do some rather insane shit, and may or may not (that requires clarification, Gareth and friends!) allow you to use strikes to fire off rockets and railguns instead of full round actions (they're not worth that at all anymore by BAB 6, unless you could get haste or speed enchants sooner - in which case they're obsolete exactly that much sooner)... But even if it doesn't you'll still have infinite x-rays and/or nanite mindcontrol guns to play with.
Just be warned: This is a recipe for Longbow-Archer levels of damage without being a Longbow-Archer, and therefore WILL quickly get some people screaming "OP CHEEZINESS NERF HIM ILLEGAL BUILD".
Much like "only wizard/cleric is allowed to end entire encounters in one spell because it's balanced if they do it but it's not balanced for anyone else to be able to do it in 2 or 3", anything being as powerful as longbow archery after putting in twice as much of your levelling and feats into it as you need to for a longbow is also broken and unacceptable... somehow.
Well the 'heavies' have "requires a full-round to fire" as a weapon quality (like double or trip or whatever).
However, arguably, as they *are* a weapon, and strikes *are not* a regular attack with the weapon, they just happen to often use its stats or cause you to use/fire it as part of the "casting" of the maneuver, it *should* be okay. But official clarification (of the "fuck you for hating on the techs paizo" variety, ideally) regarding strikes would be preferable. That's one DSP can do, since it's about the abilities, and not the weapon rule.
Strikes have been a problem, but it's too easy to claim things are broken if you allow this.
A better option would be to say that the strike is extended to full-round by "slow-firing": this SOUNDS like a nerf and does lose you some movement and options, but you were only going to get one attack out of that turn anyways, so at least you get that.
This way the strikes, which aren't powerful enough compared to full-attacks, and the Slow-Firing weapons, which aren't powerful enough compared to full attacks, can be combined into something that isn't powerful enough compared to full attacks... but is substantially better than it was!
Plus there's then fun silly shit like double solar reflection on rockets, or actually powerful effects actually worth using like twisting wind railguns.