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Pathfinder General /pfg/
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Pathfinder General /pfg/

Genocide edition: What race would you remove from the game?

N. Jolly's vigilante book playtest: https://docs.google.com/document/d/1Hrk1hl8uXVHazaiPOCvWsFUHX3PB6fQVd13tzguJTgE/edit?usp=sharing

Unified /pfg/ link repository: http://pastebin.com/hdPm41ad

Please search for the unerrata'd content here:
http://web.archive.org/web/http://www.d20pfsrd.com/

Old Thread: >>48136670
>>
Gnomes
>>
Elves

Also, how do you make Swashbuckler good?
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>>48150820
Discrete, in-your-face deities.

If they aren't enigmatic and doubtable they aren't fun from a narrative perspective. Nobody's going to go to war over what a prophecy from a god meant if they can just fuckin' ask for clarification whenever they like.
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>>48150820

Aquatic elves. They're basically just elves that you can't drown.
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>>48150820
>What race would you remove from the game?

Every race that's a different color of human.
When can I play as a quadruped/swarm of bees/sapient toaster oven?
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>>48150898
Try Eclipse Phase.

I updated the 2 'bosses' from the first adventure of Skulls and Shackles to Path of War, anyone want a copy of the text?
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>>48150898
I do want a swarm of bees as a race.
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>>48150871
You can't. They are the only Tier 6 class except for the Kineticist, fuck you Buildposter meant for players to use.
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>>48150871

The Swashbuckler Unchained homebrew got an update not too long ago-might look into that. Beyond that, there's not a lot of options.
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>>48151062

You got a link to that?
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>>48150820
I would remove Humans. Basically the best class aside from corner cases.
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>>48151105
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>>48150820
Hey /pfg/. I'm renaming the outsider type to spirit type and removing the native subtype as redundant. A spirit is defined as an anthropomorphic personification of abstract concepts such as nature spirits, evil spirits and so forth.

What monsters that are currently outsiders make no sense to be labeled spirits? For example, an aasimar has a good spirit in their ancestry but it doesn't make sense to call them spirits.
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>>48151084

Here ya go.
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>>48150820
Varesians.
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Going to play a gestalt game with one side as Hawkguard Warder. What class would complement it best for my other gestalt side?
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>>48151241
Alchemist or Investigator might be neat. Skills, self-buffing, and your choice of studied strike or bombs (can you use maneuvers with them?) or sneak attack.
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>>48150820
So, did the vigilante manage to make a worse kineticist then?
>>
Zootopia Anon here. All 12 characters are set, six per side. I can give basic setup and bios for each if wanted, including refluff efforts (Grippli scout/sniper is a Chameleon in game, for example)

Game will be this weekend for story time
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>>48151311
Sounds neat! Can't wait for story time.
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>>48151264
Cant strike with bombs. They use their own actions.
>>
The Scholar has gone through a round of edits based on feedback in my downtime while banging my head against the wall to figure out Unchained Cavalier. Come take a look (ok not that many edits).

Daring scholars, field researchers, and plucky professors, all of these are an archetype I believe needed to be addressed. I have done so through the Initiator class The Scholar. It is a mix of academic and indiano jones-esk researcher, having class features to emulate a Jeckle n' Hide like monstrous man of science or the more calm champion of academia.

The class features two main class features of interest. Harvesting Research Material and the Research Facility. The Research Facility is a mobile lab used by The Scholar to provide a number of out of combat abilities and services for the party. Giving them the ability to craft magic items, contact the dead, store bodies, perform surgery, even teleport at higher levels. The other feature, Harvest Research Material is the bloody job of taking samples from creatures both living and dead. This gives The Scholar bonuses, allows them to inflict statuses, minuses to saves, and more. Harvest Research Material is also the class's recovery mechanic, allowing them to make a melee touch attack to harvest a material, and regain maneuvers.

Check it out here!
https://docs.google.com/document/d/1WKwyK10BvzqVb9M3lIJ0ZyraUNSuEr8y0QK6ML6d-6Y/edit?usp=sharing
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>>48151241
Aegis
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Would the Explosive Missile and Directed Bomb discoveries allow me to fire an arrow, then have the damage go out in a cone from the target?
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>>48150820
Does anyone miss the daelkyr and their symbiotic items? Well, you're in luck! The Living Airship by Rite Publishing includes an appendix detailing the Vallorians, a race of underground dwelling humanoids who craft living weapons and armor. Additional equipment properties were included in a web enhancement (see attachment) on Monte Cook's website, now dead but archived.
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>>48150820
>remove

Can I choose "none of them?" I like having the options, even if some are redundant or unnecessary.

It's fun.
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>>48150955
Oh lord, I did that too for mine.

The problem was, they had the entire crew except for Fitz on their side, and killed them both in a single round.
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Steven Russel, owner of Rite Publishing, just died in a car crash last night, apparently.
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Hey guys, anyone have a game I could join? I'm desperate.
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>>48151819
Yeah, you sound desperate.

The problem is, why are you so desperate?

There's plenty of games you can find online or at your LGS. That tells me you have such a terrible reputation at one or both that you're having to resort to literally begging on /tg/.

Or, you're so woefully ignorant of the tabletop community that you don't know how to even start looking for a game properly, in which case I don't want to play with you because you're literally too dumb to google 'play pathfinder rpg online'.

Go away.
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>>48151311
Post stats.
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>>48151883
How about we don't invite more furry injection bullshit into these threads, they're awful enough as it is.
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>>48151898
This isn't like any of the fetishist furry bullshit that infests this thread like the filthy parasite it is. Besides which, this'll be more wholesome as it's meant for kids.
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>>48151966
>this'll be more wholesome as it's meant for kids.
Anon, the degenerates in here like to fuck kids.

That only makes it worse.
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>>48151854
>There's plenty of games you can find online or at your LGS. That tells me you have such a terrible reputation at one or both that you're having to resort to literally begging on /tg/.
I just moved to the big city for a new job after graduating. I still game with my buddies back in my college town, but can only do it once every few weeks because they don't like online games.

I don't have a car any longer so I can't go to far and the LGS I can find are mostly card game oriented (I go to FNM for draft occasionally).

I try looking on roll20, but most of the games on there are really bad.

I know where to find games on roll20, I can't find ones worth anything.
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>>48151818
Fuck man, I liked him.
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>>48151984
How about they get the fuck out of this thread and head-five a rusty pipe.
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>>48151575
>https://docs.google.com/document/d/1WKwyK10BvzqVb9M3lIJ0ZyraUNSuEr8y0QK6ML6d-6Y/edit?usp=sharing
Was that the Agent? Change of names or a different class altogether?
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>>48151854
>tfw my LGS is easily over 60km away
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>>48152086
It was The Agent. The Scholar fits the theme better for what it has become.
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>>48152063
Furries are hardly the biggest degenerates we have here.
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>>48150820
>Genocide edition: What race would you remove from the game?

Pathfinder players.
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>>48152095
Perfect. Get a loan, start your own. You have the market cornered.
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>>48152095

60km is like half an hour by car, dude. Not that far.
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>>48150820
All of them.

Yes, even that one.
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>>48152030
I'm thinking of running a modern fantasy game with horror/supernatural elements where you'll be investigating sites and putting down threats with extreme force.
You may need to moonlight in occupations as you investigate.
Interested? Unsure when I'll run unfortunately, but may run on these boards.
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>>48152233
Modern? With pathfinder?
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>>48152233
http://youtube.com/watch?v=PuDRpYLsP5c
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>>48152233
Literally WoD Hunters.
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>>48152284
Yeah, you'll be taking classes in current supplements however, with 3pp available.
Also, the modern pf site will be used.

>>48152314
Literally have no idea what that shit is.
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>>48152361
World of Darkness. It's a different system. Hunters are humans who seek and destroy supernatural entities on Earth. It's set in the REAL WORLD, Except With Spooky Stuff, and everything's sad and Nietzschean.
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>>48152361
>on /tg/
>doesn't know WoD

You've dropped your blood in the water and now the sharks will devour you.

May whatever gods you worship have mercy on your soul, for my mercy will not be enough to stay their hands.
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>>48152210
>To travel 60km in half an hour, one must travel at 120km/h
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>>48152210
Opps, did I say 60km, I meant 160km.
>>48152180
Ah yes the entire market of middle of nowhere, Australia.

I'm just grateful that I have a friendly online group.
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>>48152104
True. What about the disciplines? I remember there was supposed to be four of them but I don't think I ever saw a link.

Gimme some time I'll post a critique on the class.
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>>48152387
That sounds pretty awesome quite honestly, except for the depression and Nietzschean nature, no one wants that. Maybe they do and want to blast Linkin Park on max volume.
So, it's also basically Supernatural and Buffy?

>>48152390
Ah well, don't have that much free time for rpgs unfortunately. Come at me bros!
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>>48152292
What the fuck, fuck you.
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>>48152444
When you hunt monsters and all that.
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>>48151883
Alright, here's the summary for each character. Not going to transcribe EVERYTHING in case one of my players stops by here. Characters don't have names, the players will name them once chosen.

ZPD:
Ibis Wizard: Tech genius and lab technician, was born in the Aviary but wings got clipped by a gang (can Glide, no flight). "Spells" are fluffed as special rounds from a blaster (which can also fire crossbow bolts). I'm only giving him one Color Spray per day.

Elephant Aegis: SWAT shock trooper hailing from Savannah district, he reconfigures his power armor (Read: Heavy Astral Suit) for the situation.

Panda (Skinwalker stats) UnMonk: Hand-to-hand instructor at the Academy, out for street duty to keep himself sharp. Observant and exceptionally dangerous up close, but sticks out BADLY in a crowd since pandas are very rare. Lives in the Mountain area, preferring solitude when possible.

Rhino UnBarb (going Beast Totem line): Appeared in the movie, this is the guy who Officer Hops took down at the academy. Pursuit and takedown specialist, got a bit of a temper issue. Lives in City Center

Catfolk Paladin: CQC Carbiner (uses Longbow stats, 10 Str), claws as backup. Smite became an Overclock which strains her equipment, use authorized against dangerous lawbreakers. Very curious and easily distracted, but well-suited to combat in the Rainforest district

Blinkling Vitalist: Battlefield coordination via earpiece and tech-visors (collective and buff powers with a smattering of heals). Sees the ZPD as his Pack since he was orphaned, unbelievably loyal. Based out of Tundra Town.

(continued)
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>>48152539
Mr. Big's Mafia:
Monkey Guru: Skillmonkey (heh) extraordinare, specializing in getting access to places others don't want him. REALLY sticky fingers. Jungle District native.

Hog (refluffed Half-Orc) Avenger Vigilante: One of Mr. Big's enforcers who ends up anywhere, usually masquerades as a gourmand. Operates out of Savannah District.

Fox UnRogue: Done in the style of Nick Wilde, he's a fast-talker who knows everyone. Occasionally needs to run really fast to get away. /Dancing lights/ refluffed as firefly drones. Lives in Seaside district, since he has a taste for fish.

Camel (Drowmedary) Bard: A drifter and grifter from Desert Square, but born with a defect that darkens his fur and gave him arthritis from an early age. Quick with a joke or word of encouragement, and plays a variety of instruments for cash for day-to-day living.

Ratfolk Alchemist: Living in his lab in the sewers of City Center, he's a poisoner who dabbles in the occasional antidote or other useful trinket.

Chameleon (Grippli) Shroud Marksman: Sneaky and nearly invisible, he can take out most anyone with one shot of his pistol (Crossbow stats) from hiding. Crossbow group, Sniper style with a backup net, and virtually impossible to find if he doesn't want to be found. Easy to underestimate, hails from the Swamp District. (Note, camoflage and swamp stride work in any natural environment)

Again, players will be free to pick any of the 12, and are not bound to be on the same side (if I guess right, it'll be 4/2 split). First mission is going to be to solve a bank robbery.
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>>48152444
>So, it's also basically Supernatural and Buffy?
Basically. The system also has different rulesets for playing Werewolfes, Vampires, Mages, Fae, Ghosts and Golems, with each forming their own secret civilizations.

It was highly responsible for the katana and trenchcoat edgelords of the 90s and 00s
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>>48150820
Kitsune are the most cancerous of all races, if I could only remove one it'd be them.
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>>48150820
Your face, yes you, all of you.
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>>48152619
>not the Dhampir or Tiefling edglords or the Aasimar mary sues
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>>48152361
I personally don't think modern PF would work at all. Why not use a system better suited for it?
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>>48152790

Because, as hilariously ill-suited Pathfinder is for shit that ain't semi-medieval high fantasy, some people just don't want to play different systems.
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So /pfg/, I have an idea but I don't know how well it would work. Party plays a team of bards or similar buffing classes. Instead of fighting encounters and completing quests themselves, they boost the NPCs so that they can complete the quests and then use appropriate bardic music/buffs during encounters.
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>>48152950
How is the core of "Roll 1d20+Modifier to accomplish Task" ill-suited for anything besides Semi-Medieval High Fantasy?
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Just started playing Legacy of Fire, I'm enjoying thus far, but I have a question. Right now I'm playing as a Ranger, and doing a real good job slaughtering Gnolls to the triple digits thanks to the some delicious feats like Gnoll Killer and Favored Enemy. Gnolls are really fuckin' plentiful in the beginning, but I imagine that as we progress further something else will take precedents as the campaign's primary focus. Without spoiling too much, I want to see what people put in as their favored enemy or what the optimized favored enemy chain would be for this campaign.

As of now I got a good hefty bonus into killing Gnolls that's sitting at six, Animals can potentially go up to four depending on what we fight. Anything after that feels like a shitshow which I can't predict. Humans feel like something to dump some points in because of how common people are, but my intuition tells me not to really do that. Any help would be appreciative.
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I'm having a massive brain fart and can't get the wording in a search to match up. I get that if a creature has one natural attack (say, a bite), they make it at their full BaB with 1.5x Str, I get that. I get that if they had multiple natural attacks it's full BaB with 1x Str for full attacks.

But what about having one natural attack, and they could make multiple iteratives with a normal weapon? IE: 11 BaB, but all they have is a bite? Is it still "one full BaB attack at 1.5x Str" or could they instead make 3 iterative attacks at 1x Str?
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>>48153263
One natural weapon, one attack.
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>>48152790
>>48152950
>>48153043
Have you tried it?
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>>48153391
Yes. Pathfinder is really ill equipped for modern.
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>>48153391
I do "Dungeon Punk" style settings, where the world is basically modern or even futuristic in all but the weapons used. Kinda like Eberron, which is probably as close to "Modern" as you can get without extensive tweaking of the system.
>>
Strange request, does anyone have any actual play videos/recordings or campaign logs that they would like to share?
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>>48151575
Research Material: What is the action to take Research Material in combat? In place of an attack or a standard action? Also it's better than the way to recover maneuvers in Maneuvers Readied.
Suggestion: Add "A target may only have research material harvested from them once in this manner, but may still have further material harvested from them during an Anatomical Study." to the version in Readied Maneuvers, tough it seems they're supposed to be the same, I think. Describe it only once to clear confusion. I suggest describing it once in Research material and in readied maneuvers say "A Scholar may recover a single maneuver as a standard action, contemplating their research or using Research Material during combat as a standard action"

Catalogue of Contagions could increase a little with level or spend a material to make it work for everybody benefitting from the lecture for a few rounds. Same for Hex Report and Psychological Survey. Also maybe Psychological Survey could give a bonus to Bluff and/or Intimidate against the creature and Hex Report could also work for negative/positive energy effects.

Sickening Display: Change "creatures" to "enemies" otherwise using this also affects your teammates.

Panicked Scabbling... That word doesn't mean what you think it means. Did you mean scrabbling?

Indomitable Optimism: change to "may ADD his Intelligence modifier to a saving throw" so you get Dex + Int for one Reflex save (for example) instead of trading Dex for Int.

Calculating Strike is useless. It gives the same attack bonus as Anatomical Study and even the same bonus type. Change the type at least so they stack. I would suggest instead of an attack bonus gaining some damage bonus against the creature until the end of the round. Maybe Sneak Attack until the end of the round?

Quick Examination: As a small bonus maybe be able to use Appraise skill checks quicker when inside his Facility?

Continue
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>>48150820
Mermaids, fuck you steve and your magicing up legs and air breathing just for some ability bonuses.

Has anyone got a good list of 3rd party alchemical items with craft DCs?
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>>48150873
Aren't discrete and in-your-face antonyms?

That feel when you're planning a behind-the-scenes ascension to godhood. It's real hard to be a benevolent deity without just discretely empowering good people without requiring worship

>>48152760
You can pull off some good storylines with characters with bloodlines traditionally felt as good or evil.

Whether said births were forcible or not, they can be good without playing entirely into tropes of 'I'm descended from an angel, therefore I'm good'. Even if you're only RELATED to an Aasimar, you may be viewed as second best at the church, etc.
>>
What's the best way to make an elf unchained rogue providing that he'll definitely be using the minor and major magic rogue talents?
3pp is not allowed.
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>>48153743
No, discrete and discreet are two different words. Chutzpah, English!

>I don't know what that jew word means. I just like how it sounds.
>>
>>48153560
Varied Instruments: Kinda of meh. Maybe two skill with the caveat you can't choose two of the same at once? Like one Knowledge and one Craft, but not two Craft or two Knowledge?

Extraordinary Organization: Only pack up? Maybe to unpack too?

Operating Theatre: Maybe add Heal to the skills you gain bonuses when using the facility? Maybe Quick Examination could add Appraise to it too?

Mercurial Mind: nothing wrong with it, just want to say it is pretty great.
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>>48153782
It means audacity, essentially.

And damn, you're right. This fricking language.
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>>48150820
that fucking excuse for not-drow humand whatever the fuck, +4 Dex, -2 Str, +2 all else?
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>>48153263
>I have one Bite Natural Weapon and a Greatsword. I can either make one Bite Attack at my full TAB, or one Greatsword attack at my full BAB followed by a Bite attack at my TAB-5.

>I am the above, by my BAB is +6/+1. I can either make one Bite Attack at my full TAB, then one with my second iterative, or I can make one Greatsword attack at full TAB then one with my second iterative, or I can make one Greatsword attack at full TAB and my Bite attack at a -5.

>In either of the above examples, Greatsword+Bite could be a -2 instead of -5 on the Bite if I have Multiattack.

>I have a Primary Bite and four Secondary Tentacle Attacks because I'm an Aberrant Aegis or a very pointy-toothed Mind Flayer. I also have a Greatsword. My BAB is +11/+6/+1. I can make three attacks with any combination of tentacle, bite, or greatsword, at those bonii. Or, I can swing my Greatsword once and then attack with all of my natural attacks at a -5 (or -2 with MultiAttack). Or, I can attack with my Bite at full BAB and all my Tentacles at -5.

You either get Iteratives or One Attack Per Weapon. That's it.
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>>48153876
You mean the Munavri? I agree, fuck that race.
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>>48153876
Those are the Munavri, and they're actually closer to Humans than Drow. They're the human version of Duergar - humans that fled underground to escape the Starfall calamity, and stayed there after the dust settled instead of going back up.

They shouldn't be a PC race, but they're pretty cool. The Aboleths have this upside-down water tornado that keeps the ocean from flooding into the Darklands (the Not!Underdark for Golarion), and the Munavri fight these big monster fuckers in their silent boats who are constantly trying to escape and fuck up said water tornado. There is, in fact, an upside-down ocean on the ceiling of that particular giant cavern, and a regular ocean in the bottom of it.

Yes, it's possible to travel up the tornado into Aboleth Land if you're a lunatic.
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>>48153935
Wait, what? Where's the details on this, because I'm confused on how the ceiling ocean works.
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>>48153935
>>48154014
Also, why do Aboleths give any fucks? They're aquatic.
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>>48154053
Bad writing.
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>>48153289
>>48153897
So... If all I have is a bite and no other weapon, I COULD make iterative attacks with it? That's what I'm trying to ask. I was under the assumption you only ever got one bite attack, regardless of how many iteratives you COULD have made.
>>
I rolled a Construct Rider Alchemist and got myself an Ioun Wyrd Tumor Familiar

Because this little guy is a construct as well, I'm thinking of tinkering with it.

What do you think should I do with this thing, /pfg/? Its already got blindsight and recently installed with a detect magic scanner. It has terrible stats for combat and poor survivability so I wouldn't dare use this in a fight.
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>>48153675
They can breathe air by default bud.
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>>48154140
How does "one natural weapon, one attack" confuse you? No, you can't make iterative attacks. Only one attack.
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>>48154053
It'd mean their routes to the surface are gone, and if you know anything about Earth - which is similar in terms of physics to Golarion - then you'd realize that the oceans are absolutely mandatory as a surface feature. It's extremely important that they have a huge surface area to exchange carbon dioxide and oxygen with the atmosphere and to reflect sunlight from its surface. Not to mention, the lack of an ocean on the surface would mean no rainfall and, eventually, the death of almost all surface-dwellers as all the plant life died out en masse. Also, eventually, everyone would choke to death, as the plankton that make up most of the oxygen generation on earth are phytoplankton; they need sunlight for photosynthesis, and they can't get it underground.

If the aboleths let the oceans fall into the Darklands, they would eventually suffocate, as there would be no means of efficiently oxygenating all that water.

>>48154177
No, you can make iteratives with a single natural weapon. It's just that most creatures don't HAVE only a single natural weapon when they use natural weapons do deal damage, or they have a special attack that only works once a round on a hit with it anyway, like some kinds of energy drain.
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>>48154177
The second guy came in with this big ass chunk of text of superfluous bullshit, that's what was confusing.
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>>48150871
By taking as few levels of Swashbuckler as possible. Or by playing the Swashbuckler Rogue and focusing on Intimidate tricks.

Also, you ever notice how the people who complain the most about class balance are the worst at creating or understanding it? Not even just PFS or Paizo mouthbreathers, but folks in general.
>>
>>48154241
So what you're saying is the munavri are trying to destroy the world.
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>>48153459
Sure you have.

>>48154345
The fewest number of swashbuckler levels is 0.
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>>48154511
No, the Munavri are protecting the Aboleths who are preventing the entire world's ecosystem from collapsing by maintaining the ocean's position on the surface.
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>>48150871
Recommended stats for Swashbuckler

0 point buy:

7 7 7 7 7 18

5 point buy:

7 7 7 7 7 18

10 point buy:

7 7 7 7 7 18

20 point buy:

yep, you guessed it

7 7 7 7 7 18

Guess what? It doesn't matter what the rest of your stats are. You put max points into charisma as a swashbuckler and you only need one ability, charmed life. You pop that ability once every round and just ignore everything. Goblins? No problem. Charmed Life. Swashbuckling duels with a foolish cavalier who thinks he can keep up with your superior deeps? No problem. Charmed life. Wizard blasting your party with a fireball? You'll get to keep all of their equipment when they reroll because you're the only one still around thanks to charmed life. Chaotic Evil goddess of paladins kidnapping and torturing you (and probably more if you know what I mean)? Just another typical day for a swashbuckler with charmed life.

There's pretty much nothing charmed life can't solve, it's basically the best ability Paizo has ever printed. Or should I say, Paizo is the best company that charmed life has let itself be printed by?
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>>48154753
Good one, anon.
>>
>>48154653
Remind me again how the Munavri are supposedly Chaotic Good if they're actively assisting in the long-term plots of a Lawful Evil race of aberrations?
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>>48154933
Because it depends on the plot.

I am utterly unfamiliar with this setting aspect, but even the good gods of all alignments teamed with Asmodeus to jail Rovagug.

Desperate times and all that.
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>>48154933
Because the goal of 'prevent the deaths of every living thing on the surface' is one they share? It's incredibly TN, anon. It's not like they kidnap people and sell them to the abo's, they just prevent some CE assholes from fucking everything up for everyone, including them (they'd all... drown and die... if the oceans flooded the darklands, Munavri aren't aquatic or anything).
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>>48154242
Don't listen to>>48154177
Hes a retard you make a full attack with your manufactured weapon and any natural attacks you have go after. if you have only one natural attack it always counts as primary.
>>
>>48155076
unless the weapon is being held by the limb of the natural attack, in which case you don't get both - i'm assuming unless you drop the weapon it's the manufactured weapon that gets rolled
>>
How do I become the most "Main protagonists" of characters? It's a gestalt game and I'm thinking Chosen One Paladin & Destined Bloodrager.

Any prestige classes that would make me any more special snowflake in this theme?
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>>48155076
>manufactured weapon

what the fuck are you on about, I wanted to know if you could full attack if ALL you were using was a single natural weapon, and not using ANYTHING ELSE (manufactured, natural, unarmed, ANYTHING). If all I have is a bite. Can I full attack. With just the bite. That's what I was confirming as not being a thing I could do.

Why am I asking? Because I wanted to know if the White-haired witch's hair, a Primary Natural Attack, was legal to full attack with. Because I was looking at the suggestion in the Legendary Vigilante Playtest for giving the Fortune Thief a buffed prehensile hair hex.
>>
new thread

>>48154744
>>48154744
>>48154744
>>48154744
>>
>>48155141
Yeah, theoretically you can drop the weapon, or switch hands, though your GM may raise questions if you do the latter too often.

Essentially, swapping between two-handed and one-handed is a free action (that's how you can cast while holding a staff), but the limit is...up to the GM. So theoretically with a longsword in your claw hand, you could grip it with both hands, and then release your claw hand without dropping it.

It's easier to justify with a greatsword or weapon you're already holding with two hands, though.
>>
>>48155192
you cant use the bite 4 times in a row, to my knowledge
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>>48155197
WHY?
>>
Screen cap that and show me it doesn't have a >>48154744 (You | OP)
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>>48155192
Then the answer is no. You get one attack only.
>>
>>48155233
>>48155197
Meant to reference this post, woops.
>>
Any tips on making a half-elf Katana duelist less squishy at level 1?
>>
>>48155269
A different character.
>>
>>48155192
Go look up the 3.5 Rapidstrike feats. That's what you want.
>>
>want to try out an Investigator
>know blood-boiling pills are amazing
>take a look at alchemy manual because faster alchemy is cool
>it costs 75gp to buy a blood-boiling pill, or 85gp to make one with the variant crafting rules in the book

That . . . seems like a mistake.
>>
>>48155306
Rapidstrike is fucking awful and RAW broken, there's whole ancient dusty tomes on this shit.
>>
>>48155341
Sausage paizo
>>
>>48155342
Why?
>>
>>48155341
I know a way you can do it without paying the fee.

Just read the errata

That'll get your blood boiling for free
>>
>>48155341
Do you have a link to the boiling blood pill somewhere? I can't seem to find it on the pfsrd
>>
>>48155342
What? It requires 10 BAB and gives you one extra attack?

https://dndtools.net/feats/draconomicon--92/rapidstrike--3227/
>>
>>48155365
Daijobu, daijobu.

>>48155408
Link to the errata?

>>48155414
http://archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Blood-boiling%20pill

I think I get what they were trying to do with the pricing of spontaneous alchemy, but it's still retarded unless your DM is handing out reagents as loot. The other options are spending more than the base price to craft it in 10 minutes, following normal crafting rules to make one pill per week (if you beat a 30 on your craft check), or just buying the damn thing.
>>
>>48155494
Oh no errata, just paizo errata in general.

It's a prevailing meme here that paizo errata ruins everything. Re: crane wing, or sleeves of many garments
>>
>>48155548
Ah, fair enough.
>>
Insomnia has bestowed a strange thought to me /pfg/. What is the greatest min-maxing bullshit build, at least to level 10, but with a single requirement.

You cannot take more than 1 level in ANY class.

Go.
>>
>>48150820

What domains would Ihys have? Asmodeus's dead brother?

Creation and Chaos/freedom come to mind, though im unsure on what else to give him.
>>
So I guess CON caster is now a thing again with Item Mastery and Abundant Tactics Advanced Weapon Training option? People been using it with Barroom Brawler / Martial Flexibility to switch Item Mastery on the fly.
>>
>>48155494
Fantastic, thanks.
>>
>>48155341
You don't have to use spontaneous alchemy to make it anon. Spontaneous alchemy allow you to make stuff faster but at a higher cost.
>>
>>48155634
Item Mastery is shit. None of the spells you can duplicate are any good.
>>
>>48155661
I know I don't need to do it like that, but my choices are spending more on raw materials than the base price of the item, or taking a week to make a single pill.
>>
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>>48151818
Well, time to poor one out.
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>>48155676
You craft shit at 1/3 price, anon.
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>>48155666
>Fly is no good
>See invisibility is no good
>>
>>48155690
Decu, is that you?
>>
>>48155699
I know. Let me explain this to you.

If I use the normal Craft rules, you craft at 1/3 the price - but make one check per week, per item. So a single blood boiling pill, which costs 75gp, takes a week to make at a cost of 25gp.

Alternatively, you can use the spontaneous rules, which allow you to make a single pill in 10 minutes, if you combine 8 units of gold, 30 units of ginger extract, and 15 units of mudwort extract in a crucible. The reagents cost a total of 85gp, 10gp more than simply buying a pill.
>>
>>48155735
>once a day when you get it
>several levels later, you get a second usage!
>you have to have a use-activated, command word or continuous item of that specific spell to use it at all!
>this is totally worth a feat slot!!!!!!!!!!!!!!!

Fucking retarded. If you want to cast spells, play a fucking spellcaster. They can at least cast their Fly at ECL 5 or 6 and do it more than once a day, and don't have to fucking buy an item associated with Fly to do so.
>>
>>48155676
> Investigator
> can't make 75gp worth of item in 1-2 day.

Accelerate craft is a thing
Swift Alchemy is a thing
Skill unlock craft is a thing
Amazing Tool of Manufacture is a thing
Cooperative Crafting is a thing

Good house rule to use GP instead of SP is also a thing
>>
>>48155787
Or. OR.
Here's an idea.
It's so cheap, just buy some and move on. It lasts 8 hours and isn't dispellable short of the blood cooling pill.
>>
>>48155781
Craft the reagents.
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>>48155804
. . . I don't think that's how it works. You can't just make raw gold.

If you say to use craft alchemy I will slap you.
>>
>>48155753
Literally who?
>>
>>48155823
You literally can, Anon. You just need to refine it from ore. Craft Alchemy or Craft: Blacksmith.
>>
>>48155782
Advance Weapon Training Item Mastery brah.

> he fighter gains an item mastery feat as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat's normal requirements. He must meet all of the feat's prerequisites.

> which functions with any magic weapon he wields, even if the magic weapon does not meet the feat's normal requirements.

> even if the magic weapon does not meet the feat's normal requirements.
>>
>>48155888
I like how this doesn't solve the fact that it's once a day and the spells you get are shit.

Brah.
>>
>>48155782
And it doesn't use a feat slot because you use martial flexibility/barroom brawler to grab Advence Weapon Training and then choose whichever item mastery you want as a move action.
>>
What is a good gestalt combination if I want to play a holy warrior built all around fire and fire-based products?
>>
>>48153746
>What's the best way to make an elf unchained rogue
Don't. If you have to play a rogue, at least play something that doesn't get a CON penalty.
>>
>>48155921
>or you could play an actual spellcaster and just know all of the spells offered and qualify for them before the feats' minimum Fort base saves can be met single-classed, but also have all of the other good shit spellcasters can do

Fucking retarded.
>>
>>48155914
Telekinetic Mastery is a combat feat though.
You can use that one +CON per day with abundant tactic
>>
>>48155923

If you game is third party compatible, then knight chandler with Silver Crane traited in can be what you're looking for.

Otherwise, go for warder, warlord, or a knight disciple paladin with Silver Crane and/or Elemental Flux traited and/or traditioned in.

If you're limited to first party, then paladin/sorcerer would work.
>>
>>48155921
Yeah, Fly once a day isn't worth a martial flexibility usage or a spell slot at 8th level.

>>48155972
If you think you can just regain the feat again and somehow reset the caveat that a given character with that feat can only use it once per day, you're retarded.
>>
>>48150820

Question for everyone. How do you find the quality of their books? I've had a lot of problems lately with them. From shoddy binding, to books arriving that are practically falling apart. It sucks because I otherwise like the content of them.

Anyone else find this with some of their books?
>>
>>48155923
Flame Oracle 2 / Paladin 2
Flame Oracle 18 / Warlord 18 (take elemental flux discipline)

Take Glorious Heat (it's not particularly good, but flavourful), and see if your GM will let you take Battle Templar instead of progressing in two classes for those levels.
>>
>>48155958
> Telekinesis
> Wizard level 9
> Psychic level 8
> Fighter 6 /Brawler 1 can get it at level 7
>>
>>48150820
Kitsune should be removed. There horrible and invokes furr fags
>>
>>48155983
Psychic Bloodline Sorcerer/Paladin could be pretty stronk. Just ignore that whole 'you can't cast while afraid' shit by merit of never being afraid ever.

>>48156016
>>>>once per day at a low CL where it's worse than a normal blasting spell and is still subject to DR
>>
>>48156001
*whose* books, specifically?
>>
>>48155996
Anon... you don't know what the hell are you talking about right?

Please be more educated on the subject you are trying to shit talk. retard
>>
>>48156016
Not that guy, but Psions get Telekinetic Force at 5th, so they sorta win this contest.
>>
>>48155877
I suppose, but I'm going to move some goalposts and mention that you'd need to create 5 units of gold, 30 units of ginger extract, and 15 units of mudwort extract, each unit taking a week to refine with the basic rules.
>>
>>48156031
Kitsune attract more weebs than furries honestly. Then they whine about them being furry.

Skinwalkers are better desu. They make better furries and are far less weeb.
>>
>>48156045
>You can cause an item that has a transmutation spell of 2nd level or higher listed in its construction requirements to cast fly.

>You can use this feat once per day, plus an additional time per day at base Fortitude save bonus +9 and +12.

Just because you only have the feat temporarily via martial flexibility you don't somehow gain the ability to circumvent the whole 'You can use this feat once per day' bit.

Oh, and good going being totally vague and not actually creating a point to argue against, you've definitely contributed to the conversation.
>>
>>48156045
>>48155996
Gentlemen please, this is a place of learning and sensible discussion.

Go for the eyes.
>>
>>48156066

The world needs more skinwalkers, they're just adorable.
>>
>>48156035
Isn't the CL for the item feats equal to your BAB? And isn't there also a feat or some shit that makes those abilities go off Con mod/day?

Does anyone here who talks shit about options being good/shit actually know what they're doing? Because it seems like there are just a bunch of BUILDPOSTER motherfuckers who can't even spare the kindness of naming themselves to be filtered.

I mean god damn, this general is the /v/ of elfgames sometimes.
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>>48156117
>Fly CON mod/day is worth a feat
>At level 8+
>laughing_wizards.gif

I said the CL is low because your BAB is lower than the CL Wizards normally get Telekinesis, and more damage can be done with normal blasting spells at 7th than you can deal with Telekinesis at 7th in a practical manner. Telekinesis deals its Huge Damage by flinging shitloads of giant weapons at enemies and hoping they stick, which CL 7 just doesn't have enough oomph to do.

The rest of your post is just meaningless word diarrhea and has nothing to do with the topic at hand.
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>>48156139
>You need spells to be relevant!
>But dont actually get them or you're wasting feats!
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>>48156229
>You need spells to be relevant!
>Spend WBL to get them, feats are a more valuable commodity than money.
Why is this so hard.
>>
>>48156235
Did you miss the part where this is mostly aimed at Fighters?
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>>48156258
No, I didn't.
Fighters already need basically all of their feats to do anything besides Hit Things With A Greatsword anyway. Asking them to burn feats halfway through their career to get what they could more easily buy an item of or have a party member cast on them is fucking retarded.

And this doesn't solve the Fighter's main issue of having entirely boring class features that do nothing but make him fight better and that's it.
>>
>>48156143
Truly the patrician's taste.
>>
>>48156281
Because being able to use a few spells a few times a day totally doesnt count as a thing you can do. Nuh uh.
>>
>>48156281
Depressed anon actually did a good job of fixing that in the unchained fighter homebrew thing.
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>>48156281
Have you looked at DSP's work?

>>48156349
Hello DepressedAnon.
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>>48156383
There's something deeply ironic about this post.
>>
Question for you more knowledgeable fellows.

Do Firearms benefit from Deadly Aim? considering they sorta make touch attacks not really.
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>>48156478
You could have tried to figure this out more than not at all. It's literally right there in the firearms chapter.

>Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.
>Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.
>>
>>48156478
yes.
firearms, including the technological touch ones, RESOLVE against touch-AC but are explicitly stated in the firearms section as benefiting from things like deadly aim.

or did you want them to be even more useless than they already are?
>>
>>48156478
They explicitly do. It says so on the firearms page.

The trick is they only RESOLVE as touch attacks, they aren't actually touch attacks.
>>
>>48156042

Paizo
>>
I want to be soldiery, what at the most soldiery class features?
>>
>>48156594
Cavaliers are good.

Or just fighter I guess.
>>
>>48156400
How's that?
>>
>>48156607
>Cavaliers are good.
kek
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>>48156763
They're squarely t4.
>>
I wanna unite the world under excellence and friendship (or at least non-jerkness!) What are some good ideas on how to build around that? 3.5, dragon magazines, pf, and 3pp are all accessible! Currently I'm thinking Sleeping goddess for the ultimate, and possibly marshall and/or binder for 1 turn diplomacy without -10. Everyone will love me, and through me each other!
>>
>>48156933
Thrallherd. Make your cohorts thrallherds as well. It's all thrallherds all the way down.
>>
I'm working on an alchemist archetype that sacrifices bombs and other functionality, for a summonable turret that deals bomb damage, without splash.

Anyone have thoughts on how to make this more effective?
>>
>>48156933
>Everyone will love me, and through me each other!

Except the rest of your party who would have built for combat and would be a bit annoyed at the constant tug of war of either their builds being invalidated or having to invalidate your build.
Unless you're only befriending after every fight, that'll work out. Means you should invest into good nonlethal damage though.
>>
>>48156933
Diplomacy doesn't work on things that mean you immediate harm. Or animals. Or anything mindless. Or most outsider. Or anything that doesn't speak your language.

First you need tongues and speak with animals.
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>>48157034
>Diplomacy doesn't work on things that mean you immediate harm.
Diplomacy is only generally ineffective against things that are in combat against you and against critters that mean to harm you or your allies in the near or immediate future. That doesn't mean always ineffective! Though the -10 I was thinking for making an immediate diplomacy roll doesn't seem to be in the PFSRD so it may be only a 3.x rule...
>>
In the book of five blings on the unified links page it references Merchant Lords as part of the downtime rules - stating "Merchant lords from the downtime rules allow you to bypass normal settlement price limitations AND obtain a further 5% discount." and "This can also be used to obtain normally unavailable capital as long as it’s a singular shipment, though it takes 2d6 days, or a single day with a 900gp cost, though your own shipping would likely reduce this.

Merchant lords are 100gp a team, which is a fucking steal."

I however can't find any reference to merchant lords on pfsrd, does anyone know where in the downtime rules I would find them?
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>>48157094
Aren't those downtime rules homebrew? Or have I misunderstood them?
>>
>>48157117
Downtime rules are 100% official Paizo published. Ultimate Campaign and several other books.
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>>48157117
I'm not sure if the guy who wrote the guide was using some homebrewed stuff but downtime was 1pp

http://www.d20pfsrd.com/gamemastering/other-rules/downtime
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>>48157137
It was Downtime God, the english shitposter who got chased out of the threads for being a pissy idiot over way too many things. Bit of an idiot, and prone to reading things remarkably wrong.
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>>48157162
I guess that explains the guide referring to things that don't seem to exist, not saying that the guide should be removed but maybe someone else should go and clean it up and put a new link in the page - I'd do it myself but i'm not sure i'd do a much better job than him
>>
>>48156349
Could you link it?
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>>48157216
He's likely referencing his own homebrew and a bunch of extremely obscure books for where he got things, so that's probably why it's bad.
>>
>>48157130
>>48157137
I know there are downtime Pathfinder rules, for some reason I just thought DTG's rules were (at least partially) homebrew. Not sure why, though, probably because it was always referred to as DTG's downtime rules.
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>>48157259
It's likely at least partly homebrew. The guy was pretty full of himself when he posted in the thread for some reason.
>>
>>48157269
I think some of the rules are crossed with the rebellion rules from Hell's Rebels. Maybe the merchant lords are in there?
>>
Here's what I have so far for my turret alchemist archetype. Not much yet, discoveries to follow.

Turret

As a standard action, the Alchemist may sacrifice 20% of their current health to place a turret on any unoccupied floor within 30ft. This turret is a construct with no ability scores of it's own, has an AC equal to the 10 + Alchemist's Level + their Intelligence modifier, and has an amount of health equal to the amount of health sacrificed in order to spawn it. The turret has an Attack Bonus equal to the Alchemist's Level + their Intelligence modifier, The turret gains one additional attack per round at 6th level, and every five levels thereafter. The turret deals 1d6 + the Alchemist's Intelligence modifier at 1st level, plus an additional 1d6 damage at 2nd level, and every two levels thereafter. The turret exists for an amount of rounds equal to the Alchemist's Intelligence modifier. The turret may benefit from any feats that the Alchemist has that benefit ranged attacks. Only one turret may be summoned at any time. This ability can be used once per day at 1st level, and gains one additional use at 4th level, and every four levels thereafter. This ability replaces Bombs, Poison Resistance, Poison Use, Swift Poisoning, Poison Immunity, and Instant Alchemy.

(Discoveries)

Bullet Shield (Su)

Benefit: As a move action, An alchemist with this discovery can select one side of the 5ft square that his turret occupies. This side gains a barrier for an amount of rounds equal to the alchemist's Intelligence modifier, the barrier provides full cover to the turret, as well as any creature that would otherwise be protected by the barrier. This barrier can be shifted to a different side as a swift action, and otherwise behaves as "Wall of force."
>>
>>48157296

Grenade Launcher (Su)

Benefit: An Alchemist with this discovery may choose to spawn his turret with a with an explosive projectile in place of the standard bullet projectiles. A turret spawned in this way is limited to firing once every 1d3 rounds, and deals damage using D10's in place of D6's, as well as dealing splash damage in a 5ft radius. This splash damage does not benefit from the Alchemist's Throw Anything feat. This effect cannot be changed, once the turret is spawned.

Reposition (Su)

Benefit: An Alchemist with this discovery may as a move action, move his turret to a position that he can see, within 30ft of the turret's current position. Any other effects created by the Alchemist that are based around the turret's position are also moved along with the turret.

Magnetic Turret (Su)

Benefit: An Alchemist with this discovery may place his turret on any non-slippery or unstable surface, such as firm walls or ceilings. If the surface on which the turret is placed is destroyed, the turret is moved to the nearest available position within 5ft, taking fall damage if appropriate, if no such position is available, the turret is destroyed.
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>>48157296
>As a standard action, the Alchemist may sacrifice 20% of their current health
No.

1. Sacrificing HP to use your main class function is bad design. See: Kineticist.
2. Anything more than extremely basic math really shouldn't be handled on a regular basis, it bogs things down. Yes, even percentiles do this. See: Sacred Geometry.

The concept isn't bad though, and neither are your discoveries. Just make the turret a tiny construct with stats akin to a familiar of some sort and work from there.
>>
>>48157296
When it's so centered around the turret, and you want it to use the turret every battle, just make the turret unlimited use.
No need to sacrifice health or have a limiting number of uses per day (Maybe limit it to 'INT mod or 1/2 level, whichever is higher', or something, which means that in any standard day it's not going to run out).

Like, what's a Turreter below level 4 supposed to do for the rest of the day after they use their one turret?
Why are you encouraging them to be super conservative in using this class feature you're expecting them to pour half their discoveries into?
>>
>>48157350
I'm not sure how to manage it's stats, other than basing them around the INT modifier.

I agree that the kineticist comparison is worrying, but how would you do HP?

I want the turret to be medium, but I suppose for personal flavor to users, it count be tiny-large, maybe with discoveries, with size effecting damage.
>>
>>48157358
Suggestion: Turret is unlimited. normal bullets do 1d6 damage per shot, but you can command your turret to fire a charged shot of sorts that functions as an alchemist bomb. THAT functionality is limited.
>>
>>48157358
That's a very good point, how about uses/day = INT modifier, that lasts for Alchemist Level/Rounds?
>>
>>48157375
1d6+INT per shot is fine, and is hardly big damage.
Also if the charged shot targets normal AC instead of touch then it needs to do more than an alchemist bomb to make up for it.
>>
>>48157375
I like that a lot, actually, charged shots sound fun, i'd probably save that for a discovery though.
>>
>>48156607
Cavaliers can take archetypes that give them more soldiers.

Soldiers on top of soldiers.

Soldierception
>>
>>48150820
Fuck yes Robot Jox.
>>
>>48157393
A lot of alchemists have int secondary to their physical stat: I'd suggest '1 + INT modifier (minimum 0), plus 1 for every 4 levels'
So that way even a level 1 turreter with 9 int can make at least one turret, and later on you don't fall too behind if int isn't a priority.
>>
>>48150820
male human fighters
>>
>>48157400
>>48157375
Charged Shot (Su)

Benefit: As a full round action, the Alchemist may suspend their turret's attacks for this round to grant it one charged shot for that round, which is useable as an immediate action. A charged shot deals maximum damge if it hits, and deals splash damage within a 5ft radius. This ability may be used once every 1d6 rounds, up to a maximum uses per day equal to half the Alchemist's Level(minimum 1)

Updated turret:
As a standard action, the Alchemist may place a turret on any unoccupied floor within 30ft. This turret is a construct with no ability scores of it's own, has an AC equal to the 10 + Alchemist's Level + their Intelligence modifier, and has an amount of health equal to the amount of health sacrificed in order to spawn it. The turret has an Attack Bonus equal to the Alchemist's Level + their Intelligence modifier, The turret gains one additional attack per round at 6th level, and every five levels thereafter, with cumilative -5 penalties to each consectutive attack. The turret deals 1d6 + the Alchemist's Intelligence modifier at 1st level, plus an additional 1d6 damage at 2nd level, and every two levels thereafter. The turret exists for an amount ofrounds equal to the user's Alchemist Level. The turret may benefit from any feats that the Alchemist has that benefit ranged attacks. Only one turret may be summoned at any time. This ability can be used an amount of times per day equal to the Alchemist's Intelligence modifier This ability replaces Bombs, Poison Resistance, Poison Use, Swift Poisoning, Poison Immunity, and Instant Alchemy.
>>
>>48157452
Absolutely no sacrificing HP. Just give it 5 HP per alchemist level.
>>
>>48157452
>Sacrificing HP
Stop.

Just go read how Familiar or Animal Companion HP works, and make it work like that.
>>
Recall (Su)

Benefit: An Alchemist with this discovery may teleport either themself or their turret directly to any unoccupied square adjacent to the other's position, as a swift action. If no qualifying square is available, the attempt fails. This ability may be used an amount of times per day equal to 1/2 the Alchemist's Level. (Requires Reposition Discovery)

Self Destruct (Su)
Benefit: When the Alchemist's turret is destroyed, or it's duration runs out, it explodes, dealing damage equal to it's maximized projectile damage to everything within a 10ft radius. This may be remotely activated by the Alchemist as part of the dismissal of the turret. (Requires Charged Shot, (Insert reasonable level requirement here)
>>
>>48157469
>>48157480
I missed that bit last bit, I meant to remove that completely.

I'll check out improved familiar rules, (can I get a link to the proper page? I always have trouble finding it.)
>>
>>48157162
Also, from secondhand experience, incredibly autistic.
>>
Bubble Shield (su)
Benefit: The turret's barrier may now either provide full cover to three sides in a straight line on one side of it, or project a bubble shield in a 10ft radius around it that instead offers a +2 deflection bonus to AC, as well as a +1 bonus to will saves. (Requires Bullet shield & reasonable level requirement)
>>
>>48157519
http://www.d20pfsrd.com/feats/general-feats/improved-familiar

My thoughts: use a base creature, like a clockwork spy (also on the SRD, just remove the fly speed and special abilities and add a gun). Give it a competence bonus to attack rolls and ac based on the alchemist's intelligence, and bonus HP using the rules for familiars. Other abilities can come from discoveries, things like a climb speed (can come with the magnetic turret ability) or a fly speed (equal to land speed with good maneuverability, grants hover as well.)
>>
>>48157561
The thing is, I want it to have a full BAB progression of it's own, I feel like giving it creature stats might fuck with the progression of it.
>>
>>48153050
Just make sure you have the Instant Enemy spell prepared, then take rarer favoured enemies.
The moment you're fighting a tough guy (ie dungeon sub-boss or higher), as long as he isn't already a favoured enemy, Instant Enemy makes him your most hated enemy.
That half-orc antipaladin who just crashed in? Pop the spell, you now see him as a gnoll.
Massed mooks probably don't require your FE bonuses to chew through anyway, especially if you took the animal companion.
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>>48157588
Nothing says you can't say it has full BAB. Giving it creature stats lets it interact more fully with the world and, more importantly, lets the world interact with it.
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>>48156139
It's a subtraction of 50 pounds. Throwing shrunken massive barrels of acid/alchemist's fire/(insert poison here) isn't going to give a shit about being down 50 pounds. And creating fuck huge (Jolting) Darts to thrust can easily get you over blast damage while staying under weight. Hell, you can throw 9 Large Jolting Darts for 18d6 damage (14d6 at 7th), which can then be enchanted. You know what the Wizard can TK throw at 7th? Sweet fuck-all.

And if you compared the Fighter's ability to do it at the level the Wizard can (9), they're the same CL and very similar (or the same if the Fighter optimizes CON) caster stat bonuses.

You have no idea how to properly optimize Telekinesis.
>>
Sniper Turret (Su)

Benefit: An Alchemist with this discovery may choose to spawn their turret with the ability to deal 1d8s with its projectiles, and with a range increment of 150ft. A turret placed in this way is limited to firing once per round. Projectiles fired in this way are extremely loud, and leave a visible trail. These projectiles are treated as a beam, for any effects that would apply.

Far Placement (Su)

Benefit: An Alchemist with this discovery adds 30ft to the range at which they may place their turret. This discovery may be selected multiple times, its effects stack.
>>
Someone explain to me how alignment subtypes work.

http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-good
>Good Subtype

>This subtype is usually applied to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned.

If a fallen angel (NE) goes to a strongly good-aligned plane, do they suffer the penalty?

http://www.d20pfsrd.com/gamemastering/environment/the-planes
>Strongly Aligned

>On planes that are strongly aligned, a –2 circumstance penalty applies on all Intelligence-, Wisdom-, and Charisma-based checks made by all creatures not of the plane's alignment. The penalties for the moral and ethical components of the alignment trait stack.

>A strongly neutral-aligned plane stands in opposition to all other moral and ethical principles: good, evil, law, and chaos. Such a plane may be more concerned with the balance of the alignments than with accommodating and accepting alternate points of view. In the same fashion as for other strongly aligned planes, strongly neutral-aligned planes apply a –2 circumstance penalty on Intelligence-, Wisdom-, or Charisma-based checks made by any creature that isn't neutral. The penalty is applied twice (once for law/chaos, and once for good/evil), so neutral good, neutral evil, lawful neutral, and chaotic neutral creatures take a –2 penalty and lawful good, chaotic good, chaotic evil, and lawful evil creatures take a –4 penalty.
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>>48157630
Pretty sure a 7th level wizard can toss out some 12-13d6 fireballs, with plenty of shenanigans added.
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>>48157670
Have fun with this additional confusion: When the only canon example of an outsider in the middle of transitioning alignments changed from CE to CG, she lost the evil subtype and got good. Arueshalae, specifically. Not strictly relevant RAW, but it's precedent.
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>>48157670
Well, the thing about the alignment subtypes is that you always count as having that alignment, but it DOESN'T say you DON'T count as having your actual alignment.

So an Evil person with the Good subtype would ping as both good AND evil, and respond to all effects as such.

The planes' text says 'not of the plane's alignment'

So the aforementioned character would be perfectly fine on a strongly good-aligned plane, since for all intents and purposes, they ARE Good. They're just ALSO Evil.
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>>48157674
A proper Blaster sorc or wizard is going to be tossing out something along the lines of a 12d6+24 damage fireball and convert it to an energy type that's less resisted than fire at like level 8. they'll also most likely have some form of ability to push down the effectiveness of spell resistance, or just summon something when their main schtick (blasting) won't work for whatever reason.
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>>48157663
https://www.youtube.com/watch?v=DiMJ-s4T16M
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>>48157796
>https://www.youtube.com/watch?v=DiMJ-s4T16M

I'll admit, there's a lot of Torbjorn in my thoughts, while I design this.

I'd work in Molten Core as a feature, but IDK how I'd do that, other than as a capstone.
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>>48157758
>convert it to an energy type that's less resisted than fire at like level 8.
What other ways are there to convert the energy type besides the Admixture School and the Elemental and genie-kin bloodlines (besides Elemental Spell, that's terrible)?
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Turret alchemist anon, you fucking better be copying that into a Google doc.
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>>48157952
I will be doing so, once I have something of an actual finished product, i'll finish it later today, once I get some rest.

Don't worry buddeh.
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>>48157663
>>48157952
>turret

Don't you mean "turrent"?
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>>48157975
???
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Of all full BAB classes with no casting, Which one would suck the least all around?
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As a combat oriented transformy alchemist, is there ever a reason to take beast shape over monstrous physique?
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>>48158176
Barbarians
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>>48158176
Barbarian, followed by Cavalier.
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>>48158281
And Unchained Monk in there somewhere.
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>>48158176
Path of War if we're taking 3pp into account, Barbarian if we aren't.

With 3pp, the Legendary Rogue is actually relatively decent.
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>>48155609
Chaos, Good, Freedom, Liberation, Luck.

Or some variant thereof.
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>>48158184
9 natural attacks as a Giant Octopus.
>>
what do you think about my teisatsu Vigilante for S&S?
Half Elf( water child, child of the sea)
Str 12, Dex 19, Con 14, Int 12, Wis 8, Cha 14
Traits carefully hidden, reactionary
Lv 1 weapon finesse, two weapon fighting[non heroic] - socail grace(bluff)
Lv 3 point-blank shot - renow
Lv 4 vanishing trick + 1 dex
Lv 5 precise shot - social grace( diplomacy), many guises
Lv 6 lethal grace( retraining weapon finesse in rapid shot, i ask to my dm, he says i can)
Lv 7 extra ki - quick change
Lv 8 abundant step + 1 dex
Lv 9 dimensional agility - social grace (profession [sailor]), mockbird
Lv 10 hide in plain sight
Lv 11 dimensional assault - great renow
Lv 12 up close and personal + 1 dex
Lv 13 improved two-weapon fighting - immediate change, social grace (disguise)
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