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Messages - MortalSword

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I know this isnt very useful on a grander scale than the previous post. But what I do is I cross reference. I always have an open tab on the Paizo Additional Resources page http://paizo.com/pathfinderSociety/about/additionalResources, for information I use http://www.d20pfsrd.com/

95% of the stuff on the d20 site has the book its listed in at the bottom of the page. Its simply a matter of tabbing to the additional resources page and "Ctrl + F" to find the book. Then a quick read to see whats allowed and whats not allowed.

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Here's my currently level 10 Fighter Archer build legal for Pathfinder Society Play
Human Fighter 10 (No archetypes because when I created him I didn't have the APG)
Stats (20 point buy)
Str 14 Dex 24 (18 base +4 from Dex belt, +2 from levelling) Int 12 Wis 10 Cha 10

1 Point Blank Shot, Precise Shot, Rapid Shot
2 Combat Reflexes
3 Weapon Focus
4 Weapon Specialization
5 Deadly Aim
6 Manyshot
7 Clustered Shots
8 Point Blank Master
9 Snap Shot
10 Improved Snapshot

Anyone else can swap Combat reflexes with point blank master (use the retraining rules once you hit level 4 from Ultimate Campaign for 200 gp. Get CR again later). Or get deadly aim at level 2, point blank master at 5 and CR at 8 if you want to provoke less AO's as you level up. This is pretty flexible in my opinion as it's all the same feats, players can prioritize them based on their needs. Obviously irrelevant starting out at level 16 in your case.

This gives on a full attack 3 Shots (4 arrows) + 7 AoO's with a 15 foot threat range
Relevant Magic items: +4 Dex belt, Bracers of Archery, Adaptive +3 Composite longbow (+1 1d6 sonic, 1d6 acid)
With class features and items it brings on a base of +23 att and +8 to damage (If in PBS range)

+18 att +14 Dam with all the goodies unleashed at its current level.

Next up are Gloves of Duelling for +2 to both att and dam.

By level 16 your Weapon Training will increase an additional +1 att/dam. Your deadly aim will be -5 att and +10 damage
Additional Feats I'm looking at are GWF and GWSp for +1 att and +2 dam. Improved Precise shot to ignore cover. Upgrading my Bracers of Archery for an additional +1 att and dam.

Expected level 16 output (assuming +6 Dex belt and +2 more Dex from levelling) will vary based on your weapons enhancements (Either a +1 with a lot of d6's or a flat out +5 etc) Expect to hit bonuses around the region of (base after everything is applied, -5 for each iterative) +29~34 on full attacks and damage in the +24(+1 bow 4d6 Magic) ~ 28 (+5 bow) area.
That's a lot of output for 15 potential arrows/round.

Hope I didn't forget anything. Kinda hard to concentrate with two kids crawling all over you. Failing my concentration checks like crazy here lol

Theoretical max: 15d8 + 60d6 + 15(24) = 840 DPR assuming circumstances that will never happen. 30d6 if you pop off gravity bow (I chose Dangerously Curious as a trait to make UMD a class skill with a +1 bonus and keep it maxed. Irrelevant after level 15 as a 1 will auto succeed any wand with this trait and max ranks) and 1d6/arrow the next round with slow burn arrows for 990


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D&D 3.5 and Pathfinder / I need ideas for a new character
« on: September 26, 2015, 01:09:16 AM »
I need ideas for a new Pathfinder society character. I'm kind of at a loss as to what to try next and I have to finish this character tonight for tomorrow's convention.

I have my overpowered Fighter archer that simply just annihilates everything he full attacks including bosses. He's level 9 atm and I sit out boss encounters to let other have some fun.

I have my power attacking Mage killer Barbarian that is damned hard to kill with or without magic.

I have my Witch who debuffs and screws over things. *Cackles*

I have my Controller Sorceror. Nothing noteworthy in this department.

Some ideas I have bouncing around for builds are a support based Cleric with the healing domain, blessed touch trait, fey foundling feat. Possibly merciful healer archetype. I need advice on how to tweak this with feats spells and archetypes to boost my party in other ways offensively and defensively

Going with the above theme, the Life Oracle with the same traits/feats to boost healing. Drawing another blank on how to boost the party.

Another idea is an Unchained Rogue Thug archetype with Sap Adept Sap Master and Enforcer. The issue I'm having is what happens when I come across something immune to non lethal. My brain stops working. This one has piqued my curiosity. What are some of the methods of escalating fear to create a cowering target?

Perhaps TWF and a net to trap them? The stump I'm running into is going from frightened to panicked. Hit - nonlethal damage (sap) - free intimidate. Convert to frightened for x rounds with thug and then what.... Anyways I'll leave this one open ended for now. Feel free to run with it.

I want to say thrower. But that's just an archer without a bow. Same feats and methods. I want to try and stay away from Zen archer and Ranger Archer. The fighter I have is in no way shape or form hindered by not having improved precise shot yet (with insane to hit bonuses) so these would basically be the same build with different class features and IPS.

Charger build? Halfling for medium sized mounts. I think the mount would have to scale with level. Paladin Cavalier or Barb would be the obvious choices.

Anyways I'm going to end this here before I ramble on all night lol. If you have a fun idea let me hear it. My idea of fun being completely awesome at whatever it is I'm doing. Debuffs. Battlefield control. Healing, Damage Dealing.

Also include some pathfinder society legal items with your builds that give it nifty tricks or compliment the build or enhance it.

I have almost all the main books. Just missing Occult Mysteries. I pick up the smaller/unique books as I need them so don't be shy when it comes to a class/item/feat/archetype

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Gaming Advice / Re: Ways to have damage converted to nonlethal
« on: September 21, 2015, 05:29:19 PM »
I recall reading a build that was based off these two powers. Memory is a little hazy but I'm sure the build was built around fort saves to turn lethal to Nonlethal and then another fort save to negate the Nonlethal.

I may be wrong and details are hazy but I *think* the core of the build was to convert half the damage to Nonlethal, make the save to convert to Nonlethal then double the DR vs Nonlethal and make the save to negate a huge chunk of the damage dealt to you. I'm actually researching it now and this thread popped up on google lol So sorry for the Necro bump. If any of this rings any bells could you be a good old chap and post links.


Flesh Wound Rage power.

http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/flesh-wound-ex

Combine with Invulnerable Ragers Invulnerability ability to double your DR vs Nonlethal damage.

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D&D 3.5 and Pathfinder / Re: [PATHFINDER SOCIETY] Tanking build.
« on: November 08, 2014, 06:52:37 PM »
Something like this is what I had in mind although I'm a little unsure of how the Ioun Stone fits in. Just wanted to run this by you to see what you folks thought. Perhaps Invulnerable Rager with DR related rage powers? Pretty sure ghost Rager would be the first rage power to be dropped if need be. Unless of course it's a prerequisite for some other listed rage power here. Pretty sure it's not though. Beast totem powers could be swapped out as well.


Quote
2) similar to my barbarian - I used a level 12 scarred rager template with superstition and class bonus. It had eater of magic, ghost rager, superstition, auspicious mark, the human luck tree line, and room for the lesser/normal/greater beast rage powers for pounce.
+9 bonus to almost all saves you will ever make, +9 bonus to touch ac, a second save on most debilitation effects (sick/scared/ fatigues/frightened/ exhausted/nauseated /dazed/stunned) and you ignore most bleeding, and then ANOTHER save once per rage on almost any magical effect from eater of magic that gets you temp HP. And once per rage auspicious mark +1d6, once per day +8 from human luck feats, and a http://www.d20pfsrd.com/magic-items/...green-cabochon to let it continue raging.

I play with alot of optimizers/min-maxers. This barbarian ignored/dodged/saved/survived/ate something like 8+ rounds of spells from a high DC evocer wizard 12 , a high DC focused save or die cleric 12, and a STUPIDLY high DC Binder12 (we ported it in from 3.5) and only died to a scout/ranger who finally killed it with arrows after full round attacking it with haste for 8+ rounds and because the binder/cleric swapped over to using vital strikes as well near the end.

I was very impressed with how hard a challenge this was for a CR11 against a very strong level 12 party.

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D&D 3.5 and Pathfinder / Re: [PATHFINDER SOCIETY] Tanking build.
« on: October 10, 2014, 12:40:07 PM »
I'm not sure if the Spell Failure chance applies to oracle spells.
Of course it doesn't. They're divine spellcasters. It's called ARCANE spell failure for a reason.

I don't have the book the Oracle is listed in. I took a fast peak at their Class Features and the Mystery the dude said to look at and that's it. Like I said in my OP I'm very new to PF. So forgive me for not knowing a class casting my favourite low level ARCANE spell wasn't an arcane caster. Color spray isn't on the Divine Spell list. Toss in the somatic component to casting it and you get the question: Does ASF apply.

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D&D 3.5 and Pathfinder / Re: [PATHFINDER SOCIETY] Tanking build.
« on: October 08, 2014, 02:35:42 PM »
Cancel that Wind/Lightning stance feat options. I actually read the descriptions and the Wind only applies to Ranged Attacks and the Lightning requires a double move or Withdraw action. Busted out some Google-Fu and took a look at what others thought of the Charge qualifying for the double move and the result was a majority no. While it does seem very defensive oriented which would fit right in with the overall "Built to survive" theme I'm aiming for with this character, it eliminates my intended damage route by requiring a double move vs a charges full round action that doesn't exactly count as a double move (even if you do move the same distance). So with that option eliminated I'm slowly reading through the magic items section.

I'm specifically looking at things that add a miss chance. Things that create a fog effect combined with Fogcutting Lenses (meh) or a Goz Mask (better I suppose) but it takes up the same slot as a Headband of Charisma which would add a 1-3 Bonus to all saves and UMD checks. Causing blindness would work good too, but its ineffective vs creatures that don't rely on sight. I think its gonna boil down to a Cloak of Resistance +x or a Cloak of Minor/Major Displacment from the looks of things. I shall continue the hunt i suppose. UMD wont be a big problem I think so that opens up a lot of wand options. Scrolls on the other hand I want to avoid like a plague. 20 + Caster level will be a bit tough to overcome even at later levels.

Sidenote: Far too often I see people improperly using this for scrolls. Instead of the Caster level they use the Spell Level.  IE: A scroll with a 4th level spell on it can only be casted by a level 7 or higher spellcaster, giving that scroll a minimum DC 27 UMD check, 5th level DC 29 minimum. Hell even that Scroll of Magic Missile with 5 missiles would be a DC 29 Scroll.

Anyways, I have a question for the wonderful readers of Min/Max. Do you know of any class features or magical items that add a miss chance? Be it via concealment, cover, blindness etc. My fall back option is going to be the Dirty Fighting route with a whip most likely to blind what I can, sicken what I cant and trip what the others don't affect. Combat Reflexes, 16 Dex (to start), huge range (6 squares across control zone).

 I would need to expend a few feats to make this work but I'm thinking a mount of some sort, quick draw to switch from lances to whips at the end of the round and vice versa at the start of the next. Both would need the Calling enhancement to make this work but yeah.... charge (with spirited charge)/overrun/ride by attack with the lance, and then drop the lance and call the whip and Blind/trip whatever moves in my threatened zone for some crowd control with the Whip while waiting for my turn. Next round drop the whip, call the lance, charge.... lol Rinse and repeat. Now my logic for making the ride checks is because logically speaking the best way to limit somebody charging around the battlefield is to kill the mount, now any attacks made at the mount and hit have a ride check associated with them which may avoid a hit, and any attacks against me would have a miss chance from the cloak (if I decide to go that route, making saving throws is very important to me and I don't want to miss out on a potential 1-5 resistance bonus vs a 20% miss chance on landed hits). Lay on hands myself or the mount as needed and resume the charging and crowd control carnage.

I've also seen a few magical armor enhancements that have caught my eye. Rhino Hide armor for an additional 2d6 on charges. Thinking about it, the returning charge that would put me back in with the party may have a flanking bonus if the enemy is engaged with my party for some Sneak attack damage too. The other armor that caught my eye was Mistmail. Although it doesn't say whether the armor and enhancement bonuses work while in mist form. I shall resume my research. I'd say I'm doing not bad for having virtually zero pathfinder knowledge on magical items and classes so far.

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D&D 3.5 and Pathfinder / Re: [PATHFINDER SOCIETY] Tanking build.
« on: October 06, 2014, 04:15:59 PM »
Interesting strategy. I can see how pumping up your charisma with the above mentioned Rogue/Paladin would be beneficial for that Divine Grace/Oracle Heaven Mystery ability. Very interesting both defensively and offensively as long as I had spell slots available to cast it. The only downside I could think of is casting in armor. I'm not sure if the Spell Failure chance applies to oracle spells. Another downside is I like the wind/lightning stances feats for Concealment so BAB is gonna be a factor.

I'm thinking the optimal path would be a Rogue 2 / Paladin 2 / Fighter 8. That should give me enough BAB to get lightning stance for the start of the retirement arc. It will be feat intensive with Mounted Combat, spirited charge, ride by attack Dodge (prerequisite) Wind Stance and Lightning Stance. I don't remember offhand and I don't have my laptop with me ATM. But at what fighter levels do the bonus feats in pathfinder kick in at. Or when you regularly get feats but I'm pretty sure I'll have enough. I'll look it up later. But that will be a nasty combination with Ride checks, evasion, High AC and Wind/lightning stance to avoid hits. Super high saves. For damage use Lances and just charge everything to activate the wind/lightning concealment.

I'll have to double check and see how many feats I can sacrifice from Fighter if need be and swap out those levels for the Sacred Shield Paladin archetype and see if I can hit the right levels for some interesting abilities and to share my AC bonus with the squishies I'm trying to keep alive.

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D&D 3.5 and Pathfinder / Re: [PATHFINDER SOCIETY] Tanking build.
« on: October 03, 2014, 12:14:23 PM »
Yes loot is heavily restricted at early levels but as your fame within your faction rises you can access more expensive items purchased from your faction. Its one of the limiting factors of character builds, not only is gold doled out at a pretty standard rate across all levels (so your level x will have roughly the same overall wealth total as the other guys level x) but also to ensure nobody saves up their pennies for an item deemed "too strong" for that level".

Anyways after some consideration I've came up with a very rough build outline. I still need to flesh it out and refine it but here is the rough concept
LG Rogue 2 Paladin 2 or 3 (for starters)
Two levels in Rogue for Evasion for reflex saves. Add in the Paladins Good Fort/Will saves and Divine Grace with 18 Cha for +4 to all saves. I'm undecided if getting a third level in Paladin is worth the Disease immunity with the boost to saves from Divine Grace.
Mix it in with a Mount and Mounted Combat Feat and the Ride Skill to negate hits that land. The only downside to ride checks is the armor check penalty so I'm thinking some fighter levels and mithral armor is going to be pretty much mandatory. I believe the mobile fighter archetype is the one that reduces armor check penalties. I'll have to look into that one more.

As for races I like the Dwarf for the save bonuses but I really dont like the Cha hit. In addition to that I think its pretty tough to fit a mount that can seat a medium sized character in underground locations (Verification needed).

Gnomes are small and can ride around in medium sized mounts with no problem, bonus to AC and the bonus to saves for Illusions.

Halflings seem like the best bet with a +2 Dex (for ride and reflex saves) +2 Cha and -2 Str, AC bonus, Halfling luck (+1 to saves) and +2 Vs fear (stacks with Halfling Luck). This seems like the most obvious choice here.

Now with the defensive aspects taken care of, it becomes a choice of keep going with Paladin and their auras, fighters and their feats/traits, or focusing on pissing enemies off via whatever method. Spirited Charge with Lances? Mounted trip mobility char? I dont know yet, but I think I have the core of the build.

Ninja Edit (Again *sigh*): I'll have to take a peek at races in the advanced races guide. I'm not sure if there are alternate dwarf types in there like the ones they had in 3.5 and races of faerun

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D&D 3.5 and Pathfinder / Re: [PATHFINDER SOCIETY] Tanking build.
« on: October 03, 2014, 01:27:31 AM »
That's part of the intentionally open ended question. To not limit myself to Sword and Board Paladin with Toughness, Dodge, Iron Will, Great Fortitude, and Lightning Reflexes. I'm very open to all types of builds and not just an AC whore (which wont really matter in the long run as enemy attack bonuses rise faster than your AC can and you'll end up taking a lot of hits at later levels anyways).

Now you say 20 Cleric but you don't give any examples of how. Ive played a grand total of 3 clerics in my life when 3.0 came out. Two of them died at level 1 when they ran out of healing in the first encounter (CR 1/2 Orcs my ass!), and the third was an evil necromancer throwing undead at everything. Not exactly optimized but it was fun while it lasted. So in summary I remember jack shit about Clerics. The second thing to note is that PFS only plays to level 12 where your character gets one last crusade called a Retirement Arc which may bring you to level 13/14ish, after which your Char is retired and you start a new character or resume another character you have levelled up.

So again, it doesnt matter the method of tanking, but rather the effectiveness of surviving attacks and spells thrown my way. Focusing attacks on me is impossible as there are no reliable means to do so to the best of my (limited) Pathfinder knowledge (Other than being a complete threat or annoyance that they "feel" they have to deal with you)

Ninja edit again: Oooh! Forgot about Immunities! Like poison, sleep, mind affecting, fear immunities. Evasion and Imp. Evasion will do a lot for survivability too. Another random thought, I recall reading a Fear inducing build that reduced all your enemies to gibbering cowering coup de grace targets by staggering fear effects without saves and a lot of them were AoE or on a hit. Too bad its only in 3.5 but iirc they did a spell caster version and a melee version. If there is anything like it for Pathfinder I'm all over that.

Aha! My google fu found it on the first try! http://brilliantgameologists.com/boards/index.php?topic=3809

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D&D 3.5 and Pathfinder / [PATHFINDER SOCIETY] Tanking build.
« on: October 02, 2014, 05:14:02 PM »
Ive scoured these boards for a PFS tanking build with no luck. The only builds I've found in my searches have been 3.5 Builds or regular Pathfinder builds with either too many books or not legal for PFS play features.

For those that dont know about PFS they restrict certain aspects of the game to provide an overall balance. Some of the things they restrict are certain spells (Permanency, Awaken, Reincarnate) and no Evil Alignments. For feats, classes, prestige classes, magical or mundane items, Archetypes or ACF's you must have the sourcebook it comes from. Either a PDF watermarked form or a hard copy. That being said, even if you do have the book some features are not legal for play.

These restrictions can be found here: http://paizo.com/pathfinderSociety/about/additionalResources

So what if anyone could help with a Tanking build (I can buy PDF's as needed, I will get them all eventually but I have a priority list as I am fairly new to pathfinder specifically)

I dont have a particular style of tanking build in mind, be it via High AC, Attack avoidance, attack negation, damage reduction, summoned critters aka damage sponges etc etc etc. I do however like succeeding my saving throws so features like the Paladin's Divine Grace to add to saving throws are real eye catchers. So any and all assistance is welcome. If you are a PFS tank I wanna know what you use and how you use it.

Or post a link that I havent found to some PFS tanking builds and/or strategies

Ninja Edit: Also the main focus isnt damage output (but Im open to ideas here, more damage doesnt hurt). I think a debuffer tank (aka dirty fighter) would be handy and very helpful as well.

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Greetings fellow players and max/min enthusiasts.

-Your name - Secret, nobody really needs to know my name is the English version of Jeff

-Your favorite games - Jesus where to start. GTA, Gran Turismo, Final Fantasy, Romance of the Three Kingdoms, Dynasty Warriors, pretty much anything rpg, turn based strategy or racing.

-Your non gaming hobbies - wut?! jk I like tinkering with things. Anything from vehicles, to computers, to fabricating things from metal or wood. Im actually hoping to go to a gunsmithing school in the states sometime in the next year or two (for a 2 year course)

-Where you live, including country, without using abbreviations - Winnipeg up in the great white north known as Canada

-What other communities you belong to meetups, message boards etc - Pathfinder Society, Giant in the playground, and ummmm....nothing else really. I was in a Mustang Car Club but I found it to be an expensive membership fee for pretty much nothing in return. Then I sold my Stang and bought a kickass Escalade EXT.

-Your twitter, facebook or G+ handle - Hmmm....idk I have a fb for my censored side with friends family and young relatives, plus another fb for my uncensored wild side full of nothing but my party people and former coworkers (who were my part time party people lol) Geoff Mazurat for the boring barely used fb and www.facebook.com/WhosGotMyBacardi for my no holds barred humour

Nothing more to add at this point.

Besides me being a cheeky b*stard

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