Pathfinder General /pfg/
"We Like Traps" edition
If you are asking for build advice, please mention if any third-party books are allowed, and if so, which.
Unified /pfg/ link repository:
We don't like traps.
Go look at the creation costs and time.
Go look at how useless they can be
Go look at the fucking reflex saves everyone and his paralyzed mother can fucking make.
Traps fucking suck.
Nth for "how do I snek in Pathfinder?"
I must be the happiest of sneks. The smuggest, too, if that's possible.
The Nagaji have a druid archetype that lets you wild shape into a Naga. So you can be a people snake!
You also get some very useful arcane spells on your druid list, like Mage Armor. Mage Armor is obviously useful to someone who polymorphs a lot, since it will work with your animal mode.
The party wizard prepares to cast a spell, then makes this face at your character.
How does your character react?
>I don't think OP meant those sorts of traps.
Gnosticism is basically that the material world was created by the Demiurge, depending on your views this is typically God depicted as an evil entity, and so the material world is evil as a result. So they look to the spiritual instead, and a true God-like deity.
There are many kinds of Gnosticisms but existence of the Demiurge and embracing of the spiritual is the main concept.
Chaos-gnosticism is an aspect of Satanism and seeks a return to nothing basically. The breakdown of the cosmos/Law so Chaos is all that remains.
It's all pretty silly and occult but it's all still quite interesting to me.
I have a smug Serpentine/Fey cross-blooded sorcerer. He's pretty happy too I'd say, or at least he would be if
I got a chance to play him. He really wants to know what the hell his family tree looks like.
So with the changes to the arcanist, would it be worth taking Extra Arcane Reservoir a couple of times if I don't necessarily care about being perfectly optimal, or is it one of those too shit to justify options?
Okay, shitpost. But seriously, asking for suggestion: Players are travelling on board a ship to lead an exploration of a new continent.
On board the ship, along with other 10th level elite NPCs(Who will travel back to !not Europe on the return ship,) leaving behind an apprentice each, will be a Psychadelic Human Psychic.
Everyone think this hippy guy has no apprentice with him, but it turns out he had his apprentice all along in a box, in some kind of dream coma.
My first idea was that the 5th level apprentice would be a female Mermaid Psychic. She would be useful as an NPC, but a major stoner girl. To giver her that max int, I'd fluff her as some subrace of Merfolk, scholar folk, giving her a +2 to INT or something.
Either that or an Aquatic Elf. This is so that they get some help talking with the loner Mermaid natives around them.
Any tips? General NPC design ideas?
The Demiurge is an interesting concept because he solves the problem of evil (in that as a god he is omnimalevolent rather than omnibenevolent) and does not create "the problem of good" because all the good things he has created exist only as a way to keep us from the true goodness, which only exists in the spiritual world.
Static bonuses multiply, damage dice don't unless you have a specific callout for it.
Combat Maneuvers cannot crit, POW stuff mostly doesn't have the extra damage crit, but the base damage (strength, weapon, magic item bonus etc) can.
So /pfg/, I'm currently building the most "fuck you" dungeon possible. One floor, the only way in is teleportation which teleport traps you into a central location where you land in a 10-foot square room on a grate over a Shoggoth. The ceiling is 30 feet high and covered in Blightburn Paste. Breaking through the wall surrounding the teleport trap leads into another enclosed area with a grate in the floor and another Shoggoth. Outside of that is the same thing. Outside of that is a maze with hundreds of roaming undead that explode into Cloudkills or Incendiary Cloud on death.
There is no exit.
How do I make it more lethal?
_______stop doing that______. Seriously, what is even the point of a dungeon designed to be anti-fun?
Reposting form the last thread. Homebrew classes I've been working on. Read 'em and comment if you want or not.
MRW spent all shift at work in close contact with strong chemicals and came home heaving my guts out. Evening /pfg/. Gonna try and get the last chapter of Mourners up tonight to be read and possibly even enjoyed.
Available to answer questions.
So let me get this straight.
If I'm a Zweihander Sentinel and I want to use a katana, do I have to burn a feat in Exotic Weapon Proficiency (katana) before I can get katana Expertise?
Immediately lost interest in when i saw it uses invocations. If you want to pathfinderize this you could use kineticist wild talents (THOUGH WITH A DIFFERENT MECHANIC THAN BURN) or invent something new, but i always felt invocations were awful and the warlock was shit.
Eh, still doesn't solve the problem of the Descartian Demon, and if the Demiurge is an evil get omnipotent entity, then there is nothing to say that the spiritual world is not also a deception meant to cause you to stumble around to amuse the malice of the Demiurge.
Thus it becomes a Solipsism, with Cogito, or rather the act of self thinking, being the only sign of actuality, and any attempts to enact Chaos or Logos to be ultimately futile as any such perceptions of them would by moot.
While is supposedly "solves" the problem of Good and Evil by making everything evil, it creates an existential nightmare that robs all men of assurity and purpose, or even a need to enact or seek purpose since the Demiurge would just control everything directly.
It's basically like that one dumb Matrix fan theory that states that everything Neo experienced in the film was a simulation designed to keep away his potential and thus the whole film is moot as its just anither dream created by the matrix.
As such that particular ideology of gnosticism fails to give purpose to humanity, one of the primary duties of a religion, and is almost just as good as not having a religion at all.
At least that's what I just got from your description
Oh, and Chaos-gnosticism kinda sounds like an edgy teenager trying to be like Kefka while Lincoln Park plays in the background. Then again that's just my opinion.
Reposting from last thread,
/pfg/ I come to you for advice on a plan to include Path of War in a campaign. I typically consider it to feel a bit too much like fighting game (Charge your Combo Meter to perform Hyper-Attacks!) but in this case I find it fitting.Basically I'm running a Dungeon Keeper inspired game that occasionally crosses over with other materials. Like Soul Blade/Caliber. But I need to ask what classes/styles are most fitting for whoever you helpful folks feel like advising me on. I'm fairly sure that Nightmare uses Primal Fury and Scarlet Throne, while Astaroth practices only Primal Fury (so few disciplines for big axes).So, what can /pfg/ suggest that will make my players feel they can transcend history and the world?
If you are asking about for Piercing Thunder, I think last thread he said yes
Does Zwei work with Bushi? Also since using a Katana with 2 hands only requires a martial proficiency, I'd personally rule as counting as having proficiency, but said feats would only work while two-handing
Tell me, /pfg/ how do I go fast?
I want to have the highest unmounted land speed.
Here's the homebrew naga race my current GM has made, hope you like it:
Racial Ability Scores: +2 wis, +2 dex, -2 con. Naga are perceptive and clever but have difficulty with harsh environments.
Type: Humanoid with the reptilian subtype
Base Speed: Naga have a base speed of 20 feet, but their speed is never modified by armor or encumbrance, they also possess a swim speed of 20ft giving them a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. Nagi can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. They can also use the run action while swimming, provided that it swims in a straight line
Languages: Naga begin play speaking lirim and common.
Feats and Traits
Legless: Naga have the lower body of a serpent and thus no legs. They are immune to trip but cannot equip most items that take up the foot slot. Further armor is twice as expensive for them as it has to be specially made.
Lirim Coils: Naga gain a +2 racial bonus to CMB and CMD.
Sacred Breath: Naga can breathe water as though it were air.
Scale Armor: +1 natural armor
Darkvision - Naga can see perfectly in darkness up to 60ft.
Not mine, copy paste
18th level wizard
1st level barbarian for +10 ft/rd
1st level cleric
Travel domain for +10 ft/rd
10 normal feats + 1 for being human: 1x run (5x speed for full run) 10x fleet (+5 ft/rd each)
880,000gp recommended for a level 20 character 230 scrolls of Time Stop for 879,750 gp
Base speed: 30(human) + 10(barbarian) + 10(cleric) + 50(fleet) = 100ft/rd
Time stop: 1d4+1 = 5 rounds (I'll be assuming 5 rounds for the max calculation, the average would be 3.5 rounds
Time stop casts: 230(scrolls) + 2(wizard casts) = 232
1st round, move 100 feet and cast time stop
Each time stop:
Run all rounds except for last
Last round move 100 feet and cast time stop again
100(speed) + (232(time stop casts) x (4(rounds) x 100(speed) x 5(run multiplier) + 1(round)*100(speed))) =
487,300 feet per round
92.2917 miles per round
18.45834 miles per second
66,450.024 miles per hour
That's mach 87.2955970556, enough to circle the earth in just under 22.5 minutes.
Now assuming only 3.5 free rounds per time stop, this drops to only around 42,722 miles per hour, dropping us down to just over mach 56.
What are good alternate racial traits to use for a Ratfolk Gulch Gunner? Level one, no third-party stuff.
On that note, how does Scent work, and is a powder horn only filled with black powder?
I have a rules question.
The Tunnelrunner ability for the Cave Druid says this:
>At 2nd level, a cave druid can move through areas of rubble or narrow passages that require squeezing at her normal movement rate and without penalty.
What does "narrow passages that require squeezing" mean here? Does it simply mean "normal" squeezing (moving in an area as small as half your space), or does it mean Escape Artist squeezing (less than half your space but no smaller than your head)? Because the normal penalties for the latter are pretty severe (can't attack, denied Dex to AC, -4 AC on top of that), and it would be pretty crazy to fight without penalty while doing pic related.
No, the problem of good and the problem of evil are seperate. The demiurge solves each in a different way. He doesn't meet the criteria to be a god that faces the problem of good and has motivation to create good thus solving the problem of evil.
Arguing that the descartian demon (which is what the demiurge is) may have created a second evil reality is meaningless, an omnipotent being could indeed create infinite fake realities and there is no contradiction in that.
If a sorcer's power comes from their genes/mutation does that mean a body swapped sorcerer couldn't use their spells in their new body?
Would the guy who swapped into the sorcerers body get access to his spells?
How does this look for a Barbarian build guys? This is for Rise of the Runelords, starting lvl 1, using a greatsword.
Half-orc Invulnerable Rager Barbarian
18 STR 12 DEX 16 CON 10 INT 12 WIS 7 CHA
Giant Slayer and Fate's Favored trait
Sacred Tattoo and Shaman's Apprentice racials
1 Power Attack
3 Raging Vitality
4 Witch Hunter
5 Extra Rage Power: Strength Surge
6 Spell Sunder
7 Extra Rage Power Lesser Beast Totem
8 Beast Totem
9 Big Game Hunter
10 Greater Beast Totem
I ran a similar build, and Lesser Beast Totem should be taken as late as possible, without forcing yourself to postpone beast totem, and especially Greater Beast Totem.
Under the rules, obviously not. Spellcasting goes with your soul.
What exactly a "bloodline" is is pretty vague since some of them are pretty metaphysical and don't necessarily have to be related to genetics.
Yea, I took your advice and pushed Lesser Beast back to lvl 7. I guess I could just grab Big Game Hunter at 7 instead though, and grab Lesser at 8, then 9, and Greater at 10? Also grabbed Strength Surge since it makes sense for a number of reasons.
So in other words, everything is evil and fucked, Good doesn't exist and if it does its just a distraction, and there is no reason for anything. Literally we are all jsut tools of amusement sitting in Xenu's TV chairs.
Can't say I see the appeal, unless I'm missing something. I generally prefer religious and philosophical viewpoints that are more in favor of the inviolate nature of agency and corresponding consequence, personally.
>The feat specifically says that if you can wield it two handed as a martial weapon you meet the prereqs.
Yeah, but the feat also says you require proficiency in the weapon to use the feat.
The only way to get proficiency with a katana is burning a feat for Exotic.
Good does exist, but only in two ways. One, as a distraction and the other in whatever the real world is past the demiurges layers of realities, which may be very difficult or impossible to reach.
Nothing about this means there is no reason for anything, as you can take actions that get you closer to freedom from the demiurge, not to mention every aspect of existence does have a reason and that reason is because it pleases the demiurge.
I'm not a gnostic bro.
>Benefit: Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.
>Prerequisites: Proficiency with Katana
Katana Expertise requires you to be proficient with the katana, when you are two-handing a katana you are not "proficient" with it, you are using it as a martial weapon. The only way to be proficient with a katana is taking Exotic Weapon Proficiency (katana). You can have EWP and still two-hand a katana, but without EWP you are not "proficient" in katana because it is treated as a martial weapon, not a proficient weapon.
I think you're overthinking things. You're proficient in a Katana at all times if it's being used two-handed, but you're only proficient with it one-handed when you spend the feat to get EWP.
And if you are proficient in a martial weapon, you are proficient in that use of the katana. You don't understand proficiency anon. The fact there are two proficiencies for the katana (martial and exotic) doesn't mean that only one is a real proficiency, its similar to the bastard sword.
Yes, you're proficient in it one-handed if you spend the feat, since then it's an exotic weapon. But if you two-hand it you use it "as a martial weapon", which plenty of classes are proficient in the use of.
Let me walk you through this step by step anon.
1. You can use a Katana two handed as a martial weapon.
2. If you have martial weapon proficiency, this means you are proficient with the Katana as a two handed weapon.
3. Because of 1 & 2 you are proficient with the Katana as a martial weapon and because you are proficient with with the Katana, you qualify for Katana Expertise.
There's a clarification section that will be added to the final release of PoW:E, but it works both by RAW and RAI even without that clarification.
It will be, and you will almost away use it, but +1 to hit and +2 damage is not as good as a "oh fuck..you rolled a 1? against a will save? NO PROBLEM, JUST RE ROLL IT".
Everyone rolls shit once in a while, and when you roll shit on your saves your friends die fast.
Quick-Draw feat so it doesn't eat into your actions? Besides, you don't lose access to the feat just because you're not proficient with the one-handed style and attempt to do so; you still have the feat and will still benefit from it once you go back to two-handing it.
What if I've got my blade in some guy's sternum and I'm trying to yank it out, which requires me to one-hand it.
Does the guy just suddenly spring to life because he's no longer getting hit for 2d6, but 1d8?
Damage happened, no matter what happens to the weapon thereafter.
Honestly, I think at this point you're just shitposting, we've explained several times (INCLUDING ANSWERS FROM THE DEV) how this works.
By your logic, if you stop wielding one in two hands, the damage you got from THFing it giving you 1.5 Str and 1.5 Power Attack also vanishes.
You're either a troll or incredibly dense, and if you're a troll, 10/10 it worked in being frustrating and making my day all the worse for it.
>Honestly, I think at this point you're just shitposting, we've explained several times (INCLUDING ANSWERS FROM THE DEV) how this works.
I'm breaking apart the answer to know how we reach it.
It's something you learn in Common Core.
Transmuter trait, which spell would be best to select for the once per day ability? This my first time as a party buffer we have a range, dirvish dancer, polearm fighter, unchained rouge, and cleric
>Whenever you cast a spell from the transmutation school, its effects manifest at +1 caster level. Additionally, select one of the following transmutation spells: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom. Once per day when you cast that spell, its duration is doubled. A spell affected by this trait cannot be modified further by the Extend Spell metamagic feat or similar abilities.
A rogue (False Medium) from Paizo's Occult Adventures has (Ex) Dancing Lights, Ghost Sound, Silent Image, and Ventriloquism at 3rd-level.
A rogue (Hidden Blade) from Dreamscarred Press has (Ex) Invisibility from 1st-level.
The two archetypes are compatible. The former explicitly states that extraordinary effects do not get blown past by True Seeing.
When will we arrive at the logical conclusion of this and have a purely (Ex) illusionist class?
Sweet. I'll see if I can get my GM to have a look at this!
Nagaji is also good, and that Hypnotic Gaze race trait is pretty neato.
>I ran out of snake gifs that aren't Sumatran rock art
What are some good PoW archer builds?
The three core warlord, warder, stalker have some excellent diversity and archtypes but which is considered best? What about the other classes?
Also if it helps no guns... just bows, the campaign universe demands it.
I love barbarians but I've played two.
I was thinking some sort of DPR class to pick off things that the summoner and cleric tangle up.
As we'll have WIS and INT covered, I may also need to be the face. Maybe a rogue or paladin?
CHA is pretty good because not only do your DCs increase, a good chunk of your skills can be used in and out of combat.
Take note that in certain situations, a good diplomacy roll works much better than a charm person spell, and a good intimidate roll is tons better than the fear spell.
Okay, so I'm pretty new to Pathfinder as a whole (as well as online tabletop games in general.) How would I get started?
I'm planning on playing tabletop games online.
Base stalker and warlord are fine. Warder wants to be Hawkguard unless you're working specifically on a captain America build.
Any one of them can potentially benefit from the Phoenix Champion PRC.
Question wasn't answered last thread, so I'll ask now
Are there any veils that imitate the soulmelds that the Totemists usually went by? Also how easy would it be to port over Soulmelds from Incarnum into Akashic veils?
I ask this because I miss my monster Melds, and a lot of the Daevic fluff I'm not a fan of.
As far as i know Rage Prophet is pretty bad.
But ultimately i think natural attacking might help a bit.
Natural attacks don't benefit from iteratives, so high strength (like a barbarian's rage) makes up for the bab you will lose in becoming an oracle.
Chances are you will be able to do pretty well so long as you can track down an amulet of mighty fists.
So, did everyone hear about how PFS is dying? The new campaign coordinator is fucking everything up to the point of most venture captains and venture lieutenants either resigning or seriously considering it.
I could never work out if it was worth going Phoenix Champion as a Mystic. It seemed good for warlords or some of the archetype initiators, but wouldn't losing the scaling of mystic abilities hurt you?
She started by essentially shitting on the old campaign leadership (Mike Brock, who retired this past GenCon) and calling the massive, exponential growth he facilitated and cultivated "unorganized and chaotic" or some shit. She then instituted massive, sweeping changes requiring areas to hold one con per Venture Lieutenant - and the VL positions are really just an aid to the VC position, so it's pretty uncalled for. Some of her ideas are pretty good. Despite that, she's essentially ruining the goodwill of the volunteers who make PFS a thing at all - and you simply can't treat unpaid volunteers like shit and expect your model to hold up.
It's pretty tragic honestly; I really enjoy PFS. But it may die in my area because of this.
The source is that I'm good friends with one of the VCs who is resigning and a VL who already has.
facebook dot com slash mikebrockpfs?fref=ts
Scroll down to the post made October 26.
There aren't any 1:1 conversions, largely because it's super easy to convert soulmelds into veils and I wanted new stuff. There's some overlap of abilities since not everyone is going to have access to both of course.
General access rule for which class should get which soulmelds:
Vizier = Incarnate / Totemist
Daevic = Soulborn / Totemist
Guru = Incarnate / Soulborn
What is it you don't like about the Daevic fluff?
>Shame on you Paizo, but I'm not surprised. Such is the nature of most employees there.
Interesting entry. Paizo must be a real shitpool.
At what point do you think did they start going downhill?
I think they're made of solid people and this is pretty out of character of the standards of them - they're perhaps my favorite company and they publish my favorite system so it's hard for me to hate on them. I can only hope this is an aberration that will be swiftly corrected.
That being said, I have a great love for PFS - and most employees at Paizo couldn't give any less of a fuck about it. I don't really mind. DND 5E's organized play is always recruiting, and there's enough APs for my home group to be occupied for the next two decades.
After printing their
Player's Handbook Jokes aside, for me it started when they got too... 'greedy'. When people started finding out PFS doesn't playtest their stuff anymore because they want to churn books out for profit rather than fun.
I got that vibe the moment they tossed out all the Occult classes.
None of the occult classes provide anything original to a party dynamic which can't be replicated by a bard, summoner, oracle and arcanist.
But I thought Paizo and PFS were separate entities, IE that makes money for Paizo and not PFS. Maybe I'm wrong though, there's no PFS out where I live so I've never really looked into them.
Adding on to this, if you go for grappling you can use Bushwhack and Pinning Knockout to deal pretty good damage in the surprise round if you have Slippers of Quickness of Action.
Or a copy of the .pdf with your name watermarked on it. Otherwise you can only use the CRB.
PFS itself isn't a business at all, it's a marketing program Paizo designed to promote Pathfinder, largely grown, run, and managed by volunteers spending their own time and money on the events. As I recall, there's only one or two actual paid positions for the whole enterprise.
Trust me, PFS makes Paizo a lot of money. People buy so many products (including useless splatbooks) because they want to use some overpowered feat. PFS is run by Paizo, and they're in no ways separate entities.
No, Anon, I just want to play a Druid that can turn into Oozes.
There's an Archtype, and I believe there might be rules for Ooze animal companions (though that may be 3.5).
Cave Druid 7/Martial Artist Monk 3
Wild shape into http://www.d20pfsrd.com/bestiary/monster-listings/oozes/ooze-carnivorous-crystal
Cast Strong Jaw on yourself
Make Flurry Slam attacks for 16d6 per hit.
Firstly, they errata'd away those requirements. It doesn't do much.
Secondly, no. While the medium's spirits do have some neat things, the fact that you can only pick one, that their non-spirit class features are entirely fluff, and that their chassis is terrible means that you can only be any good if you pick Archmage or Hierophant. They can't do jack squat when it comes to jack of all tradesing.
I would honestly say that outside those two spirits, the Medium is worse than the Kineticist.
The Medium /is/ the port of the binder. Or was. It didn't end up that anymore.
The occultist is actually fairly good. Middle of the road, but not terrible. I was surprised.
The psychic is a tier 2 full caster. It's got some neat things but it's... Eh. I'd rather play a class without full casting.
The spiritualist and mesmerist have some neat things but didn't hit me with anything super cool.
Anon who has never looked at the Medium here. What happens if you just grant them the ability to change spirits X times per day using a ritual that takes a minute to perform? Or even just a full-round action?
Reminds me how I one gave my players a deck with 'Deck of Many Things' written on the pack in ink.
The experienced player panicked until I told them they were the usual four-suit playing cards and had no magic aura.
Among the other actually valuable items in the treasure hoard there was a jar of air labelled 'Efreeti Bottle' and a wooden stick labelled 'Staff of Power'.
Question for the vets, if you would be so kind.
A player wants to be a dual-wielding Spellslinger. Since even with Rapid Reload you can only reload/shoot a firearm once per round (without more than a 5 foot even), this would mean that to use more than 1 firearm at a time, you would need, say, 6 firearms, all loaded. But then it gets worse as sheathing a weapon is not a swift action. So, this player would essentially need to draw, fire, drop gun, draw, fire, drop gun, draw, fire, drop gun, assuming Rapid Shot allows him 2 attacks for his main hand, despite the fact that it's technically 2 different firearms.
Also, I had him take Two-Weapon Fighting, though I'm not sure if it applies to crossbows/firearms. Am I impairing this man too much, or is this just how a dual-wielding firearm character works?
Well considering fighters aren't proficient with any exotic weapons, you would essentially be spending that feat on the proficiency (I'm assuming that was your plan), so it comes down to if the loss of a level in rogue affects your plans for the character at all. What level is the character?
The character is starting at level 3 but seeing that it is TWF I originally put high value on the extra feat before swapping from old rogue to unchained rogue, now I'm not sure if I should change the sheet or leave it be.
Actually sorry, after reading your question a bit closer that might not be relevant information.
Give them a magic extra arm, or a magic reloading device that functions with Rapid Reload.
Because needing to buy identical copies of the same weapon is absurd, and even more absurd when you start needing enchantments.
Reminder this exists.
For 1500gp, you can buy proficiency with any weapon as long as you have martial weapon proficiency.
For 10000gp, you don't even need martial prof.
Why can't you reload/shoot a firearm more than once per round? With rapid reload and alchemist's catridges you can push this down to a free action. All he needs then is a way to get a free hand (gun twirling/prehensile tail/alchemist third arm).
I should probably add that the switch freed up two feats since I can get Weapon Focus and Weapon Finesse from class abilities.
I have 4 feats total and right now I picked up:
Two Weapon Fighting
Exotic Weapon Proficiency
without the BAB for Improved I am thinking I may just put them in Dodge and Improved Initative.
I think I may have gone overkill on "Two-Weapon Fighting needs a lot of feats."
Yeah, we're playing with "Emerging Firearms" as the rule, so no advanced guns. Should I allow them, you think, as sort of ancient powerful weapons? We're exploring a balls-deep ruin so it could be inserted easily, I just didn't want to break the game with them.
That was the other thing I forgot, only 2 of the guns can even be enchanted at a time for his classes purposes.
An extra arm/reloading device would work well, any suggestions off hand?
And Gun Twirling seems a little intensive, it's 5 feats (3 pre-req and Quick Draw) to get the ability to holster a gun as a free action. And this wouldn't even solve the issue of reloading.
Sorry to nitpick, I'm just trying to figure out how to make this guy work out. It's shown in a lot of PF art, but I can't see how to make it practical.
You're the GM, so just homebrew something in that seems fair to you; gun rules are pretty messed up in a number of ways so don't think you're trying to fix something that isn't broken.
Yeah the Unchained Rogue frees up so much for Rogue feats, I never use anything else now.
I think what you have is looking just fine - I think the level into fighter (thereby delaying your sneak damage increases) may not be necessary or worth it.
Rapid Reload and an alchemist's cartridge would be amazing, he'd only need 2 guns then, and I'm sure he'd be fine with the misfire value. Many thanks.
They shouldn't be ancient weapons, but new ones. They should still be in dungeons, as rare things owned by high level questgivers etc, but rather than an ancient crypt they should be in an alchemist's lab or in the lair of clockwork constructs.
Never looked that in-depth at the Kineticist myself, but curious if any DSP devs are around:
The thread on GiTP mentioned that Psybomb ran some more detailed analysis on the Kineticist; curious if it's public anywhere, since the main counter-argument for the Kineticist is that the notorious 'expert with a bow' comparison is unreliable/misrepresentative.
I need some help building a low level, two-bladed sword character. I was thinking full fighter, but i'm not sure. Any suggestions?
Campaign level is 4, maybe 5. No third party, only paizo books.
As someone who plays martials almost exclusively:
You would be better off playing an alchemist who fights exclusively by throwing bomb-laced double-swords than you would playing a regular twin-blade fighter.
That said, as said: Slayer or ranger, and there's no real reason to play the latter.
Pick up proficiency with ioun stones later, don't waste feats on it.
hello /pfg/ I was on here a little while ago asking for advice about vtt and fantasy grounds and everyone said roll20 and I wanted to thank you all. the stuff on this site can do is pretty impressive. i've got a half-elf ranger a half-elf druid and a kind of wizard joining.
I've found tokentool to be good for making aesthetically pleasing icons for Roll20.
I normally play 4th Ed D&D but i want to start a one shot with my friend converting The Feast of Ravenmoor into a 4th Ed game BUT the problem is i don't know what CR is ( challenge rating means what? )
any and all help would gratefully appreciated!
i will be having 3 Players for this and i am writing out a Adventure Flowchart to make this as painless as possible.
Challenge rating is how much XP you get from something and approximately how much treasure it should have.
It also tries to approximate the difficulty of the creature or trap, with 1 CR being 25% of the resources of 4 level 1 adventurers.
Resources are spells, potions, hit points, ki etc etc.
a CR 5 encounter would be a very hard fight for a level 2 party of 4, whilst it would be a quick and easy one for a level 5 party. For a party above that, the encounter is probably trivial.
As of the Telekinesis Sphere Handbook's first draft, a one-level dip in symbiat with the Hekatonkheires archetype can get you your Intelligence bonus to AC, a level of Mid Caster sphere progression, Telekinesis as a bonus talent (in addition to the two bonus talents you receive when you first become a spherecaster) and your symbiat level as your class level for Telekinesis, and the best part, two extra fully-functioning phantasmal limbs that have +5 feet of reach.
I hope this is changed.
Who is the caster of an Alchemist's extracts?
I take the Infuse discovery so other people can use my extracts. I take Poisoner's Gloves because obviously you do. I inject the enemy with Skinsend.
Is he able to Dismiss it, since it is a dismissable spell?
What the hell is it with touhou fag and his obsession with Spheres of Power? It nerfed casters into uselessness.
>"We Like Traps" edition
Are you saying Seoni is a trap, OP?
What exactly is a "more reasonable level" anyways? You simply can't bend reality to your knees at 14th level and at that point, your characters should be able of making reality your bitch, because if you don't then you'd have to rely on the DM to make encounters not suck ass for you.
The thing I'm saying is, don't balance classes with each other, balance them against the monsters and play test them. Clearly something that the whole Tabletop community as a whole has a problem with.
I have access to the drafts of the various sphere handbooks, which offer myriad new options for spherecasters. I cannot share the precise details, unfortunately.
The Creation Sphere Handbook's new talents allow you to play a spherecaster who can transmute an enemy martial's plate armor into a dress or an enemy wizard's robe into gold splint armor, which then proceeds to entangle and immobilize the victim.
The Time Sphere Handbook has a new "time traveler" base class in progress, a 3/4 BAB Mid Caster with full caster level for Time.
Guns in pathfinder blow. Even with advanced firearms, the only dedicated gun-slinging build that will beat a bow or 2h weapon is an akimbo gunslinger at the end of both the ranged and dual-wielding feat chains. Otherwise, they're inferior to bows outright, early firearms significantly more so.
Unfortunately, the Hekatonkheires receives only four fully functional mind limbs and six less functional mind limbs over the course of its levels.
The Telekinesis Sphere Handbook also has a full-Telekinesis armorist archetype that is apparently a poor man's psychic armory, themed around conjuring and telekinetically hurling weapons.
No, they aren't. The kineticist's talents are flawed because of burn and poor individual design choices.
Many of the monsters from the Occult Bestiary prove just how quickly and easily wild talents can be turned into an interesting alternative to spells that function appropriately.
Invocations are shit, their 4 tier system has always been shit and will always be shit.
Fair point. I generally dislike how there is a whole bunch of classes that simply don't really need to be there.
Here is how I'd design Spheres of Power.
1. Every class will essentially use the Full Caster progression and use the Incanter as the base.
2. Full BAB classes still have full sphere progression but lose out in the ability to apply their extra feats to augment their spell casting. Instead it'll simply go towards combat feats. They will also use the Thaumaturge's sphere per level. Thus making them very restricted and specialized. They may also spend those extra feats to gain Barbarian related stuff.
3. 3/4 BAB caster gain the ability to get sneak attack, alchemist bombs or something appropriate for them from the actual Half-bab classes without making them feel like they are totally straight-jacketed into doing one thing (like an elementalist). They'd just use the regular ass 1 per talent progression.
4. Half BAB classes gain 2x spell points per class and the Incanter's talent progression.
5. All of them may dump their extra feats like an Incanter can into the Incanter's specialty stuff, and channeling and whatnot.
This is just a few ideas I had in mind, because I rather like the idea of Spheres of Power that makes magic more fluid and concepts get alright later on. But you can't really raise your own undead army with the Death domain until later levels and whatnot. My thoughts are a work in progress, and I'll criticize the various spheres. My personal favorite spheres are Nature and Time personally. Time lets you buff/debuff like a champ and Nature gets you crowd control if you sink points into water and wood related stuff. Fire is kind of ass though.
A lot of people are very uncomfortable with the design and power level of animate dead, so most alternative necromancy tends to get nerfed to hell.
Apparently material component costs are irrelevant and aren't at all a massive limiting factor.
I have posted my previous grievances with various facets of the Alteration, Conjuration (especially Summoning), Mind, and Weather spheres in previous threads. Those seem to be the main offenders and sources of abuse given enough dedicated optimization (or minimal optimization, given Alteration and Aquan Transformation and Ranged Transformation).
My main issue with the chassis of Spheres of Power is the different caster levels between various classes, which I discuss here: https://archive.4plebs.org/tg/thread/43077892/#43085295
I was about to at one point, but it had never pushed through. I should be playing in a Dreamscarred/Spheres game come the 13th should all go according to plan, however.
I will be playing an incanter 8 (deliberately avoiding incanter dipping)|symbiat 2/alchemist 6, using the Ectoplasmic Scoundrel symbiat archetype and the Scholar of the Great Work alchemist archetype from the Creation Sphere Handbook. Both archetypes are incomplete, but I can still work with them.
Common core is an awful education system that introduces roundabout methods of coming to the same conclusions you can reach with much more direct methods, all in the name of "learning how to learn better".
Shit, it's straight-up banned in my state, and not because it's a bad idea but because it's got bad execution.
That bad execution is visible here, where the anon won't shut the fuck up once given the answer no less than four times.
Um... I hate to break it to you, but other than being able to hit touch-AC at ranges well beyond every single fight ever done in pathfinder, much in the way of "that bow will never get fired into its third increment, let alone the other 7, because enemies pop-in around 50ft on the xbox" the advanced firearms are actually WEAKER for the most part than the early ones.
Less fucking annoying/stupid to reload since you're not literally packing and lighting the fuse on a blunderbuss 6+ times a fucking round, but weaker overall.
In fact, the higher the tech the weaker it is. Significantly less dangerous and far more expensive than the advanced firearms are the high-tech energy weapons (and forget ever getting to fire on auto, nor having money if you're going to try to even just keep it charged).
Throwing weapons are stronger, though short ranged (not actually an issue 99% of encounters), and bows (gods bow down and pray to it in hopes of one day doing as much ranged damage with their mythic kineticist powers, but it's not going to fucking happen anytime soon, they're only gods and that's a composite longbow)
Guns are broken as fuck in pathfinder... but are a fine example that "broken as fuck" doesn't always mean overpowered.
Just like your phone -dropped in the bath by your daughter- is certainly broken, but I guarantee it hasn't gotten stronger.
They aren't, really. Wealth dependent factors vanish from gameplay at 9th level when things like Fabricate come online. Resources at that level end up being options to trade for items above the Metropolis limit (16,000 gp), crafting time, and looted gear.
Had one of "those" moments that stick with groups for years yesterday, and it's a group full of new players aside from me and a player that was absent, too.
>Party tasked with finding the source of priest killers and end up below an old run down church/shrine in a room full of dead birds and gore
>Find a cleric boy there, malnourished and in a cell
>All friendly and helpful and seeing if he's hurt, then everybody starts searching the room
>As me (PoW fighter/bodyguard) and our cleric (gnome, new player) start to treat his wounds, I remember that there were only 4 priests killed and non missing
>Suspicious I just stare the kid down while on guard, start formulating a plot to get him in a lie; "Oh, what as the name of the high priestess that tasked us to come here? She'll be glad to see you alive. It was Sareni, was it not?" even though the high priestess was a dude
>Gnome just outright corrects me and says "Oh, you mean the guy we talked to back at the church?"
"It was a woman, do you remember?
>"No it was a guy!"
Then the DM messaged me saying that my character is suspicious of the Cleric. At that point I knew shit was hitting the fan, because that's some domination shit right there.
>Character starts getting very angry very quickly at the Cleric's inability to understand her plan, after much yelling she brandishes her sword at the Cleric
>IC and OOC the new players are confused as shit, panicking a little bit, one (ranger) steps between me and the cleric and attempts to drag me away to calm me down
>Scream "Lay a hand on me and your next bow will be strung from your own tendons"
>Lays his hand on me
>Go to roll initiative
>interrupted by a sneak attack from the priest boy who now has a giant flaming sword, but he misses
>Initiative gets rolled and my mind is clear, but nobody realizes this
>Boy is now a succubus milf, attacks the ranger and crits
>Muh bodyguard/in harm's way
>Take the crit for 30 damage screaming an insult
10/10 everybody was hyped as fuck
I'm curious for the link to this claim. While I've done analysis on Kineticist numbers, I don't believe that I've posted them in public. Still looking for a "best damage" build on them, since nothing I've seen or made can 2-round CR-appropriate enemies with average damage, after accounting for accuracy and crit.
Buildposter was short about 10 DPR from this checkpoint, which is my minimum benchmark for a competent striker. For reference, 150% is my "needs reining in" mark until level 15 or so, after which the raw numbers stop really mattering.
Psybomb, what Tier is a Vizier?
My DM dissuaded me from playing one as he thought it looked much less effective than a regular wizard, which is certainly true, but how much less effective are they?
Viziers are VERY solid T3s, and easily my favorite class to play. I have a guide up for them, but phone-posting so I can't link (if some kind anon will do so for me? It's in my GitP sig)
They are good strikers, team support, versatile, and great at BFC... sometimes at the same time. Also has a Crafter path if you have the downtime.
I do when I see people running my Steelforge items, that's for sure. The others on the Dreamscarred team usually get a grin whenever we see stories and experiences coming from our projects, especially stuff we are currently working on (tells us we did something right, you know?)
It's less RAW POWER if you are an optimized wizard, but in most games it's a great way to branch the options out a bit. Veils let you do things you weren't necessarily expecting, or support you skill-side. The Amplification abilities are by far the easiest to use with a Wizard as the non-Veilweaving class, as well.
How would you recommend a wizard that does not have practiced caster (the +2 to CL) go into amplifier? Just go Wizard 3/Vizier 3/ Amplifier X?
Or do you think if i didn't plan for it from the beginning its not worth it?
I basically want to add some damage i can use all day to my repertoire, possibly with gorget of the wyrm or something capable of AOE. Viziers advance my caster level for the purposes of item crafting too, so I'd be able to be a decent crafter for the group.
The Landsknecht is meant to be entry class neutral. It's designed to help people capitalize on the Einhander style support we included in the game.
Warders and Zealots can capitalize on its defensive abilities, while Warlords and (Brutal Slayer) Stalkers get more out of it by relying more on the offensive abilities of the PrC. Mystics and Harbingers might not seem like good entry options, but the Harbinger's innate mobility couples really well with the Landsknecht's ability to capitalize on its positioning, and Mystic's native access to Mithral Current gives it a reason to look at the class in order to pick up some otherwise unique team support.
What is the official Dreamscarred Press stance on "use X ability modifier in place of Y ability modifier when you make a Z skill check" for class features that call for Y ability modifier and also call for a Z skill check?
Can you use X in place of Y even for that class feature?
The same as Paizo's stance on it. I'll have to look and see if there's a FAQ already available on the subject. It'd also help if you gave a more concrete example. It's too early for algebra.
Rumormonger (rogue talent) on a Hidden Blade rogue (Intelligence-based initiator) with the Cunning Liar trait (use Intelligence or Wisdom in place of Charisma for Bluff).
I can't find the Cunning Liar trait on the PFSRD, but since Rumormonger and Cunning Liar are both (presumably) Paizo material, it's up to them to make the ruling.
My best guess is that unless it comes with some kind of specific restriction (like Student of Philosophy only working on checks to persuade others), then by RAW it works for any use of that skill.
>Cunning Liar (Any City): You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.
Sorry, I fell asleep
Anyway, I guess it's not so much that I dislike the fluff as general idea, overall I have no problems, its just the reliance on being forced to channel an extreme emotion with the fluff just doesn't work too well for my purposes, especially for the world building I planned on using with the Akashic material, and what races tend to use Akashic Magic.
Make sure the sorceror takes the aquatic bloodline, its easily the best of the "water" themed bloodlines. Elemental Water, Marid etc just can't compete.
If you plan to go to high levels, the 15th level ability of the aquatic bloodline is literally "no save, you lose" for most creatures, as you can use it to flood ANYWHERE and creatures without ranks in swim will struggle to get anything done, casters won't be able to cast and all these creatures will be at risk of drowning if they don't escape.
I'm making a character for PFS for the first time, and the encumbrance rules really seem like a bitch. I can't see any way to give my character any less than a medium load and still give him the bare minimum of gear he needs. Is that normal? Do people even enforce encumbrance rules?
The number of people enforcing encumbrance rules is completely minimal. Just don't bring it up and 'forget' to calculate your total encumbrance, and you'll be fine. Just let the sleeping dog lie, as it were.
How would i best make a champion of the sun?
I'm assuming some kind of paladin or warpriest archetype?
Maybe a cleric?
I want to be more or less martial focused, but making the sun shine through me seems like its a very spellcasty thing.
If possible i also want the ability to wild shape or to polymorph my enemies but i can do without it.
I'm not even trying to do anything broken. I just want to be an alchemist with light armor and some weapons. I have a Str of 10. I guess I could use Ant Haul and/or hulk out with a mutagen.
3pp allowed, including some bizzare stuff, but some stuff might be a tough sell.
I also have to keep in mind I might end up gaining mythic tiers, so best not to play classes that gain no benefit from most mythic abilities.
Alright, post update about the adventures of the Band of the Hammer, because I need some fucking advice, short version.
>we FINALLY get ready to smash some giants
>have a full fucking crew, aww yiss, my cock is rock hard
>2 people have to drop because reasons
>go in with a 4 man band
>have a war weaver wizard, so not too badly off
>hedge my bets, prepare my most hard hitting single combination, we know it's 4-2
>Ask them to surrender
>they see thru the ruse
>snap fingers, summon fire elemental
>trap of pine cones and oil
>charge in, hit one giant for shitton of nonlethal damage to knock it out
>boys take out the other one
>drag unconscious one into town to the roar of the people
>fuck yea, being a hero
>drag giant to town square for a formal execution
>read the fairly long list of charges against it, declare the death penalty
>then ask if it will, at the end, honestly, from the heart, repent it's evil life, that the kindness of my most merciful, beneficent lord be given to it, and that I, as one of his high servants, am in a position to honor this promis
>dm has me roll diplo
>"He does it"
>"he says he repents"
>he's being honest
>the frost giant, due to my diplo roll, has been convinced to honestly and truly repent for the evils it has done in life
>I was expecting it to spit in my face
>I ask the giant to pray with me, a simple thing to Bahamut asking for forgiveness for our weak, mortal hearts
>he does it
>.... dunno what to do
>look to the heavens
>see a shooting star
>in BROAD DAYLIGHT
>Whelp that's a sign
>untie him, execution is called off
>almost entire city is crushing to see the head roll, now is dead silent, staring at me
>rest of the band is staring at me
So, yea, everyone was surprised at the table, none more than me.
Now I have a frost giant that can barely understand me, and I am obligated by my personal dogma to at least give it a chance to do right.
However, I need to go, as the plan was to take out the ones that came for tribute, then gank the rest in their cave. I can't tell him "Stay here while I go kill your buddies", and I don't want him to leave, because he will inevitably fuck up and get dead, or do more bad shit.
A paladin's work is ceaseless, but this time, it just might pan out to something extraordinary.
So as an initiator I get my class disciplines and get pick and chooses maneuvers freely as long as I have room to learn them?
Am I on the mark? Or do I lock myself into one discipline only and can only choose maneuvers and stances within that discipline.
Because I want some iron tortoise but I also want some scarlet throne for building a zwei-sentinel after reading up on the maneuver lists.
So why the fuck do wizards get bonus feats and clerics don't?
They're both full casters they should get to have bonus feats on top of absurd spell casting at nth levels.
Why the bonus feats?
>So as an initiator I get my class disciplines and get pick and chooses maneuvers freely as long as I have room to learn them?
Also keep in mind that higher level maneuver have pereq of knowing a number of maneuvers and stances from the same discipline.
You can usually take two disciplines and even splash a third.
You can pick any maneuvers you meet the prerequisites for from any of your class disciplines. You are not restricted to only picking maneuvers from 1 discipline. In the case of Zweihander Sentinel specifically, you can take maneuvers from any of the following: Scarlet Throne, Iron Tortoise, Golden Lion, or Primal Fury. Plus Eternal Guardian if using Path of War: Expanded.
However, you can't take a maneuver from a discipline not on your list without using the Advanced Study feat.
That's cool I figured on spending at least a feat or two for martial mastery [X] to grab some of the juicier maneuvers from several disicplines, just wanted to make sure I could.
See if you can't use his example to convert the other giants.
Next level put a rank in linguistics and larn the language of the giants. Show them how agriculture and commerce can provide more food and money than banditry.
Uplift the giants into a LG community. Be the best type of paladin.
I am not in a position to knock out 6 giants and a white dragon in their own cave so I can talk them down, and as for the first, the DM told me flat out he's just as likely to run away. Keeping him isolated so I can reprogram him without reminders of his easier, violent past is best.
Martial Mastery? Do you mean Martial Training 1-6? Don't take those, they're not for actual initiators. Martial Training is for people who can't get maneuvers from anywhere else but still want them.
If you want to pick up a couple choice maneuvers from outside your class, use the Advanced Study feat. That way you can use the maneuver based on your actual Initiator Level and maneuver recovery instead of the much less good one provided (and forced on you) by Martial Training.
>tfw you can never be a prophet because prophecy is dead
I'm not sure I understand the School Understanding arcanist exploit. It says "The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist's Charisma modifier.", but there are some school abilities where this clearly doesn't apply (energy resistance from abjuration for instance).
I assume this means that if the ability granted is limited in use it's limited by 3 + CHA, but if it's just passive then it remains a passive ability?
OTOH Martial training gives you two maneuvers instead of one, straight up better if you want to take the feat at low levels or to get a first level maneuver.
AND, most importantly, it gives you a new pool of readied maneuvers. That is awesome.
Actually ow that I think about it, Advanced Study is bad for getting maneuvers of other disciplines at high levels too, since those have prerequisites like "knowing x maneuvers of this discipline", so you're better off with Martial Training unless you want a specific third level stance or maneuver.
Advanced study is good for getting more high level maneuvers of disciplines you're already focusing on though.
Read the full Martial Training feat. You'll see what I mean. Your IL for those maneuvers is capped, separate maneuver pools are bad, and your recovery mechanic is worse.
If you want high level maneuvers of a discipline, that's what discipline swapping is for. We made it free and easy for a reason. Poaching a few maneuvers really is better handled by Advanced Study. Trust me.
>Your IL for those maneuvers is capped
Your IL is also usually unimportant
>separate maneuver pools are bad
How? I get to have X maneuvers readied from my class plus one to six maneuvers from another discipline.
>your recovery mechanic is worse
So I don't use it. I have more maneuvers per combat anyway so I have less problem of going empty.
Advanced Study is good for getting a 3rd level stance or getting second to third level maneuvers. Maybe a fourth level maneuver if you're willing to spend two feats.
And I know if I want high level maneuvers I can swap discs, but if I want to get Flash of Insight from Sleeping Goddess, Martial Traing I is better, because it gives me an extra maneuver readied and Body of Delusion in case I fight some ogres instead of casters.
Was the Synapse perchance based on the Mastigos?
I'm not super familiar with White Wolf, so I actually had to Google that.
No, but after looking Mastigos up it seems like the Synapse could fit that idea pretty well. Mostly, Adam wanted a Symbiat built to be a teleporting combatant, I didn't want to give up the cool mental themes, and I came up with the idea for the Synapse almost immediately.
So, how do I get the most mileage out of this?
I recently fell for a trap in which I got phantasmal killer'd and woke up in a 10,000 year old runelord's body.
I'm a 6th level Conjuration (teleporty) Wizard, and I'm thinking about trying to retrain to Spellsage, for the extra Batman. Thoughts?
If you see a player or a DM who talks about "furry", report him to the police because he's rather likely to be a zoophile.
That's up in the air. It might be in the next PoW book, or it might be in its own separate release. We're looking at changing our publishing format to make smaller, cheaper, (hopefully) more frequent releases.
As some one who owns your physical books, I'd like to see them like ultimate psionics book. Something about thick and hard
cover booksgets me going.
Also the Emperor is pretty cool, sad to hear that it isn't official DSP.
AT LAST, IT IS COMPLETE! THE FINAL CHAPTER OF MOURNERS: http://dreamscarred.com/mourners-coronation/
I will now assume the traditional stance of terrified anticipation re: feedback.
Activating a terrified stance is a swift action right?
You didn't feel the irresistible urge to use armory of the conqueror with a warsoul's arc-rifle?
Speaking of, there really ought to be a point at which a weapon is now considered 'siege' for purposes of local and object devastation.
Kinda senseless that a colossal musket would be less capable against walls than a mere 'large' cannon...
You missed the +2 vs. enchantment effects from Daevic, and the +2 vs. Compulsion and Charm from Birthmark, for an effective total Will Save of +7 against anything trying to mind control him. Only 1 point behind Fort and Reflex.
Nope, building a daevic means building a daevic.
It's when the guy with the Huge Rocket Launcher gets told he did fuck-all to that tower because "lol it's an object it's halved and then it's energy it's halved again ha ha hardness".
Fuck You. The fucking thing does 30 feet of 12d6 and 12d6. It is a fucking missile.
Haramaki and silken ceremonial armor eastern armors both give +1 AC have no max Dex, Armor check, or spell failure. Fisrtly I would only be paying 1,300 and change and not using my wrist slots for the comparative 4,000 for bracers for armor for +2 AC. Is it best to build it up to surpass mage armor, or throw enchantments on it instead?
Just cast mage armor. It's a first level hours per level spell, for fucks sake. By the time you can afford a +3 haramaki, you can afford a rod of extend spell and cast it in the morning to have it all day. If you need more, Pearl of Power I.
Why does a cognatogen still improve natural armor? Why does becoming smarter yet more physically feeble also make your skin turn away swords?
Also, is it just me, or can an alchemist carry around multiple mutagens/cognatogens?
>An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
Step #1: Brew mutagen A.
Step #2: Place mutagen A in bag of holding or the possession of a familiar, cohort, or party member. Mutagen A becomes inert.
Step #3: Brew mutagen B.
Step #4: Drink mutagen B.
Step #5: When mutagen B runs out, pick up mutagen A, which then reactivates.
Repeat as needed with multiple mutagens. You would presumably still need a method for dealing with the ability score damage.
Except that doesn't work, because the rules for improving AC on armor apply. It's the same reason you can make a slotless token that allows you to cast mage armor 1/day for 400 GP, but Bracers of Armor +2 are 4000
>custom magic item rules
Suggestions. And that's precisely why permanent mage armor for 1000gp isn't allowed. I think there was an example with true strike in the actual book, though I think it was 3.5 DMG and not PF CRB.
It explicitly says that you can only have one Cognatogen/Mutagen brewed at a time. If you make a second one the previous one becomes inert, and not inert in the same way that giving it to someone else allows you to pick it back up.
"The correct way to price an item is by comparing its abilities to similar items (see Magic Item Gold Piece Values), and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item. If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item, the GM should require using the price of the item, as that is the standard cost for such an effect. Most of these loopholes stem from trying to get unlimited uses per day of a spell effect from the "command word" or "use-activated or continuous" lines of Table: Estimating Magic Item Gold Piece Values."
A dose going inert because of a second one being brewed doesn't have the same out for ceasing to be inert that a single dose leaving and returning to the alchemist's possession does.
I remember that Ssalarn mentioned the idea of a Tome of Magic of sorts in the Tzocatl playtest thread on GitP, collecting Akasha, Tzocatl, and Shadow Casting once they're all out. It would be nice to see all of the smaller releases put together all in one place after the fact.
Honestly, if you shifted from "Release individual classes from a book, then the full book" to "Release a bunch of classes, races, archetypes, feats, and other stuff, then collect all of the thematically or mechanically similar ones all in one place," I'd be down with that.
Is Strength/Charisma the most MAD possible stat permutation in Pathfinder with 3pp?
You still need all four other stats.
oooo, has that gotten more stuff? I'll check it out. What I read, I liked. I could see how that would be time-intensive as the rolling mechanic was confusing to some people, and it would need a decent reservoir of powers for variety.
is veilweaving just personal buffs? I looked through it a bit and it seemed more about buffing oneself than buffing, control, or blasting. I'm asking because I'm trying to completely toss vancian casting, but eschewing party support seems kinda not good. Would spheres work better for this?
You write for Spheres, right?
For the purpose of things that affect arcane/divine/psionic/psychic magic specifically, can a spherecaster's casting tradition set the spherecaster's magic as arcane/divine/psionic/spherecasting for mechanical purposes?
Gareth, one question: What happens when Festival of Shadows crits with a grapple weapon-and the grapple check succeeds? Are they all grappled to you (which causes them to be pulled all the way over into melee range) or are they grappled by the shadows? Or they aren't grappled at all?
Technically, you can, and you might as well. Ask your GM about the range increases being native to the ability (damn that errantx for not having improved/greater aegis be two additional class features in the text).
Why would you get boring old guards when you have the power and resources to line your dungeon with multiple shoggoths..?
I've actually been collecting a lot of feedback for some tweaks to the base mech system, so I backburnered additional materials while I worked on that, and I've been hammering on the Tzocatl update. Also, I got almost nothing done for nearly a week after catching a horrific case of lord only knows what while visiting family at the hospital, so that put me a bit behind too.