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Kvantum
Feb 5, 2006
Skee-entist

Inverse Icarus posted:

You can put armor properties on Bracers of Armor. To get these, you'd have to pay 9,000 for +1 Brawling Bracers of Armor, but you're using up your bracer slot.

The designers said specifically that Bracers do not count as Light Armor. Seriously.

Monks cannot have nice things because this is Pathfinder.

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Kvantum
Feb 5, 2006
Skee-entist

Discordian Angel posted:

It could be worse.. I mean.. err..

Seriously. The rules to design items in the back are right there- Just make custom stuff for your mundane/melee classes to give them a chance.

Especially monk, poor little abused monk. Never listen to a ruling from paizo about the poor guy.

And of course all of us who GM Pathfinder do. There are a lot of things that have to be houseruled.

But for Pathfinder Society, you're screwed.

Kvantum
Feb 5, 2006
Skee-entist

Technically, RAW, your wizard should only be doing 1d4+4 with one of the three missiles and 1d4+1 with the others. That specialist bonus from being an Evoker only applies once per spell, not once per missile or ray.

But hey, you're the GM. If everybody's cool with it, no big deal. Just something to maybe let your player know about in case he ever tries to do Pathfinder Society or something and expects that trick to work in other games.

Kvantum
Feb 5, 2006
Skee-entist

FooBot posted:

Has anyone here had any similar problems with this spell?

I could see it being an issue in a game with a lot of evil outsiders. The solution I'd try if I was your GM would be to start adding tons of high CR constructs to adventures. Give every BBEG a CR 19 Adamantine Golem bodyguard.

Kvantum
Feb 5, 2006
Skee-entist

MoonwalkInvincible posted:

If they are what I think they are, Mammoth Rider and Skyseeker sound even more interesting.

Especially Skyseeker, since that name makes me hope Paizo finally decided to give a martial class access to flight.

Not what you are expecting. Remember, the dwarves' tunneling up from their origins below the ground was called "The Quest for Sky".

I'll quote the flavor text here for you:

quote:

Perhaps no event so shaped dwarven history or culture as the legendary Quest for Sky. Spurred by the words of their prophets, the ancient dwarves abandoned their homes deep within the subterranean realm of Nar-Voth and began the perilous search for the sky over 5 millennia ago. For 300 years, the dwarves fought their way upward, driving their hated enemies — the orcs — before them. When they finally breached the surface, these legendary heroes built 10 grand fortresses across the face of Golarion — the 10 magnificent Sky Citadels.
In many ways, dwarven culture has been in decline since their fateful emergence. Four of the fabled Sky Citadels were lost to history or destroyed, and a fifth is now held by the orc hordes in the Hold of Belkzen. Many dwarves long for a return to their days of glory, when they stood upon the surface of Golarion as champions of both the surface and the Darklands below.
Those dwarves who commit themselves to making this dream a reality are known as the skyseekers. They travel the width and breadth of Avistan as well as Garund, unearthing every scrap of dwarven history and lore they can find. Many form expeditions to explore the dwarven ruins left behind by their ancestors during the migration, often battling the foul creatures that lurk beneath Golarion’s surface in their search for knowledge. Others hope to rediscover or retake one of the fabled Sky Citadels lost in the eons since the Quest for Sky.

(Mods, if it's too much flavor text, feel free to delete it all. Not wanting any hint of piracy here.)

Kvantum
Feb 5, 2006
Skee-entist

I don't know if I'd condemn Noble Scion that harshly. Think about it in a combat-centric campaign. 2d6 sneak attack and 3 bonus feats, only 2 of which (on average) are combat feats? Medium BAB, and just about no other features of interest in combat? Maybe the "roll twice on an Intimidate check once per round" thing could come into play with Dazzling Display, but still, by the time you get that as a Rogue 5/Noble Scion 10 with at best 4d6 sneak attack and 2 rogue talents, you've got Barbarians with absurd rage powers, Paladins smiting for around +8 to attack and +15 to damage, and Rangers with a +8 Favored Enemy bonus. That's not even remotely mentioning what full progression spellcasters can do with 8th level spells. The second cohort has to have only NPC class levels so they are literally a lackey to go buy stuff in town for you. The Prestigious Influence boons are miniscule at best, or else cannot be spent on permanent material goods.

I just really don't see a point to the class beyond the extra 750 gp per class level, or else as a way for Aristocrat NPCs to get a bit more oomph in campaigns that aren't combat-focused. I mean, even with the benefits of Greater Leadership, your cohort will be much more of a combat threat than you will, so it's basically like your PC is the cohort, just kept around for handling out-of-combat situations.

Kvantum
Feb 5, 2006
Skee-entist

Monathin posted:

Which new feats? Snap Shot and what else?

Improved Snap Shot. Snap Shot only lets you threaten adjacent targets, Improved pushes that out +10 feet to 15 total.

Kvantum
Feb 5, 2006
Skee-entist

Red dice, white numbers for the whole set.

Kvantum
Feb 5, 2006
Skee-entist

Mad Fnorder posted:

Any tips or warnings for converting Book of Nine Swords stuff into PF? I saw Unarmed Swordsage mentioned a few pages back and I'm rolling one up for a game right now.

Where you see Concentration in Bo9S, replace with Perception. Otherwise, make the usual 3.5 to PF conversions in terms of skills and feats and whatnot.

Or at least that's all I ever did and it played just fine as a part of PF. The slightly increased power curve of PF matches up well to the late-phase 3.5 stuff like Bo9S.

Kvantum
Feb 5, 2006
Skee-entist

Fudge Handsome posted:

Would anything at all be lost if I folded Climb and Swim into a general Athletics skill? Additionally, what about allowing people to jump using Athletics instead of Acrobatics? Both skills would allow jumping, but you couldn't, for example, tumble using Athletics or climb or swim using Acrobatics.

You might inspire some insanely pissy anti-4e fan to complain that it's what 4e did. Of course you don't really want to play with anyone who's that bloody much of a purist, so, no, not really anything to lose.

Kvantum
Feb 5, 2006
Skee-entist

TheKingslayer posted:

My group is about to start Curse of the Crimson Throne. My considered character is a LN Inquisitor, breaking skulls for the lord Asmodeus :black101:

I was going to rock a halberd (Order of the Nail Hellknights) and a longbow along with with the fire domain to burn away heretics and corrupt members of the order. Does anything sound inherently stupid about this? Will I be totally murdered in this series of adventures?

Technically CotCT was written for 3.5 so Inquisitors never existed when it was written. As far as playing an Asmodean Inquisitor, well, it could make things interesting when it comes to interacting with the Queen of Korvosa.

Kvantum
Feb 5, 2006
Skee-entist

Swags posted:

A couple days ago we're playing the last book in the Curse of the Crimson Throne AP. My dude is a level behind the rest of the party. Anyhow, my Ninja levels to 15, and the rest of the party, including an Oracle, a Fighter, and a Witch all hit level 16.

Here's what I got:
+1 BAB, and a third attack. Yey.
Skills
+1d6 on my sneak attack.

The oracle got this:
The ability to cast greater planar ally. His plan is to summon a Planetar who will be told to defend him and follow his every order.


So I got an additional die of sneak attack, and he got an additional 16th level cleric with 250 hp and a host of other poo poo.


Totally fair.

So you're using your Vanishing Blade ninja trick and the Invisible Blade greater ninja you picked up at 14th level to make your self invisible as per Greater Invisibility as a swift action for the next 14 rounds and thus getting +8d6 sneak attack with every attack, correct?

Edit: Then each round after that use the Flurry of Stars ninja talent as a full-round action to make 5 attacks at (BAB -2/BAB -2/BAB -2/BAB -7/BAB -12) with shruikens, getting that +8d6 damage with each?

Not saying that the caster supremacy here isn't obvious and absurd, but you aren't totally without options as a 15th level ninja.

Kvantum fucked around with this message at 03:54 on Sep 30, 2012

Kvantum
Feb 5, 2006
Skee-entist

OK, this line should go into grognards.txt immediately, but here it is anyway. Mystic Theurge is like Communism: a good idea in theory that just doesn't work in practice.

You're a full spell level behind a full caster. You can cast Cure Critical Wounds, a full Cleric can Raise Dead or cast Breath of Life. You've got Stoneskin, the full Wizard has Cone of Cold and Teleport. 3rd level domain and school powers, vs. 10th level of either one.

I've played one in 3.5 and it just did not work. Pathfinder is no different.

Kvantum
Feb 5, 2006
Skee-entist

Black Griffon posted:

I just got a new group together in my new city, and so far they love me as a GM (all newbies to P&P). For our first adventure, which lasted four sessions, I made up rules as we went along. I told them the only thing they had to write down was their HP and some possessions, and then we just had tons of fun without sheets or books or anything. Now it's time to establish some rules, since we've realized we want to do this long-time. When I explained the systems I knew, we all agreed that 3.5 was the way to go simply because that's what I'm good at (all the improvised rules were based on 3.5).

I've heard tons of good stuff about Pathfinder though, and being a veteran of 3.5, the idea of a system that fixes some of the stuff I hate about it is just fantastic. What I wonder is just how long it might take me to read up on the differences between 3.5 and Pathfinder. If a week of hard reading does it, I'd love to just make the jump right now, before we make characters and establish rules. Or is it easier to just stick with what I know? I've wanted to move up from 3.5 for a long time now, but I'm not sure if this group is the one to do it with.
As new as you all are, get the Pathfinder Beginner Box. It'll be a good place to start for all involved. That or you can drop a 540 page rulebook on the table in front of them and go "Here. Learn all of this before the next game session."

Kvantum
Feb 5, 2006
Skee-entist

Pancakes by Mail posted:

Getting a little deeper into the class, what exactly is it that makes Oracles good at fighting? Assuming I don't take the Battle mystery or something similar, I'm not sure what makes me any better in the thick of things than a cleric.

Domains and Channel Energy aren't as good as a Mystery and a Curse. Plus if you really, really want Channel Energy, take the Life Mystery. All the same basic spells as a Cleric, plus one or two that are Oracle-only (in the APG and later books). Also more skill points than a Cleric, too.

Kvantum
Feb 5, 2006
Skee-entist

Mad Fnorder posted:

I'm playing a Swordsage in a Pathfinder game and running into a weird mathematical problem which may end up crushing my hopes and dreams.


Basically, it seems way more difficult to trip things in Pathfinder than in 3.5.

3.5's Trip Procedure:

Successful Touch Attack-> Strength (plus bonuses) vs Strength or Dexterity (Plus Bonuses for legs and size and junk)

Pathfinder's Trip Procedure:
Attack using CMB (which includes Strength and BAB) vs CMD (Which includes Strength AND Dexterity AND BAB and Miscellaneous AC bonuses)

It seems like if you're not playing a full BAB progression class your chances of tripping people will start bad and go down hilariously fast as you fight competent foes, especially those with any kind of non-Natural Armor AC bonuses or just generally good stats. This saddens me immensely because as a Swordsage I have Medium BAB progression, Pathfinder's Improved Trip only gives a +2 instead of +4, and I desperately want to use the Throw Dudes Off Of Cliffs maneuvers from Book of Nine Swords, which are supposed to be resolved as Trips. Is there a good math fix for this? Maybe half Initiator level to the CMB check? I'm just curious if anyone's ever dealt with this one translation issue before.

Maybe run it by your GM as an alternate Favored Class ability - + 1/2 class level to CMB for trip attempts (and CMD vs. trip) instead of the +1 hp or skill point per class level.

Kvantum
Feb 5, 2006
Skee-entist

Alien Rope Burn posted:

I'd personally tone down the grindhouse horror elements of "The Skinsaw Murders" and "Hook Mountain Massacre", but that's a matter of taste. I personally find elements of Hook Mountain pretty distasteful overall, but YMMV, depending on you and your group.

It does depend a lot on your and your players' taste level. It can really go "The Hills Have Eyes"/The X-Files "Home" episode (ie, inbred hillbilly freak ogres and their halfbreed progeny ogrekin doing damned near every vile thing imaginable from one of those movies) or you can just gloss over it as the two brothers in the barn are just practicing throwing rocks.

Kvantum
Feb 5, 2006
Skee-entist

Inverse Icarus posted:

Sort of a weird question, but what sort of Outsider would you use if you wanted to give it some Druid class levels?

Thematically nature and plant based, Neutral, and preferably with a decent Wisdom.

Any ideas? Anything that actually already has spell-likes that are like a Druid?

What CR range are you looking for? If you're talking 20+, you could always take a NG Green Draconal Agathion and swap the cleric spells (Draconals cast as Clr 17) for druid. The spell-like abilities match up somewhat already.

Now if you want true neutral already, but are willing to tolerate a bit of pseudo-Japan in your quasi-medieval European fantasy, look at the various types of Kami that got introduced with the Jade Regent AP and Bestiary III. They're all basically quasi-druids already.

Kvantum
Feb 5, 2006
Skee-entist

WAFFLEHOUND posted:

Is there any way to make a blaster oracle who specializes in area of effect spells and has both blindness/deafness? Because I see some PFS fun incoming.

Dual-Cursed archetype from Ultimate Magic. There are a lot of mysteries that might work, but Flame and Winter (from Player Companion: People of the North) give you the bonus spells you need to blow up everything in, err... sight.

Kvantum
Feb 5, 2006
Skee-entist

The Squole are also up on d20pfsrd for free, though you don't get any of the art in the ODF file.

Kvantum
Feb 5, 2006
Skee-entist

Quornes posted:

I was looking through some of the psionic books and had a question about psicrystals. Since they have HD, and the HD increases as their owner's do, do they get feats?

They're essentially the psionic equivalent to familiars, so no. Technically, they keep the same feats they have as the base "creature", but the base psicrystal is a construct with no feats.

Kvantum
Feb 5, 2006
Skee-entist

Covok posted:

I'm just wondering if anyone has a good setting book recommendation for a game I want to run. I want to run a game set in a very outlandish, science fantasy universe. One with space travel, magic, crazy fantasy worlds, giant fish who float through space, etc. Something crazy and out there, basically. I could write one myself and I have wrote a few ideas down, but I'm not good with mechanics. So, I'm just wondering if there is any good PF books for that. Any 3.5 book or OGL/d20 game is pretty much fine, for that matter.

Look at AD&D 2e Spelljammer stuff. Giant city on top of a semi-living giant manta ray space ship travelling aimlessly between the stars sound crazy enough for you?

Edit: Also gunpowder-crazed hippo men who all dress and speak like they're upper class Victorian English army and navy officers up your alley?

Kvantum
Feb 5, 2006
Skee-entist

Fiend Computer posted:

I just want to go back to this and say that Leadership, aka one of the best feats in any 3.X game, is 8 points on that list. Weapon Focus is 10.

What I'm saying saying is this man is an idiot.

The problem is that his fluff seems to be as flavorful and interesting as his crunch is unbalanced and stupid. Basically everything we know of the churches built up around the Golarion deities is his work.

He can't post on the Paizo boards without pissing off everyone and a thread turning into a 150 post flamewar. His crunch rulings are either dumb, infuriating, nonsensical, the opposite of fun, or some combination thereof. If there was only some way Lisa Stevens would just can him as a regular employee and just demote him back to a freelancer.

Kvantum
Feb 5, 2006
Skee-entist

Doc Dee posted:

Is Pathfinder a new player friendly system?

Ha! That's a good one. No, but seriously, see Inverse Icarus's post for the real way to get folks used to Pathfinder. And for the best mechanical interpretation of Rule Zero I think I've heard in a long time.

Kvantum
Feb 5, 2006
Skee-entist

kingcom posted:

Hey, stupid question but I've been told the Oracle is better than the Cleric. Why is this?

Certainly a LOT more flavorful, if nothing else. Curses and Mysteries offer dozens of times the variety and possibilities when compared to Domains. There are just so many different characters you can put together with Oracles. Clerics are just sort of... meh. Pick your god, then your domains, or else pick the domains you want and then find a god that offers those, and that's pretty much all there is to Cleric. Oracles you get more skills, more spells per day, more and certainly more interesting powers to choose from.. They're just better. OK, no Channel Energy, but that's what an Oracle of Life is for. Hafling Oracle of Life makes for a perfect NPC healbot for a party.

tl;dr Oracles are much more flavorful and diverse than Clerics, and arguably more powerful too.

Kvantum
Feb 5, 2006
Skee-entist

LongDarkNight posted:

Can anyone with experience on the Mythic rule set comment if having 1 Mythic player and all the rest normal is bad? I've got 5 players in my group and all but the Ninja have some totally bad rear end poo poo that makes them unique:

pre:
Cleric:        is a Vampire
Anti-Paladin:  Artifact Sword
Witch:         Black Dragon mount
Wizard:        will be a Lich soon
The Ninja just decapitated an Ancient Copper Dragon and I figured letting him go Mythic might be his unique thing. I've spoken with him a bit for ideas and nothing substantive was forthcoming. Would it be unbalancing?

If Mythic doesn't seem to work, what about the draconic blood he probably was bathed in during that decapitation taking hold and he spontaneously becomes a half-dragon? Not the best synergy with Ninja, but +4 natural AC and +6 Con along with immunity to acid, paralysis, and sleep effects sure won't hurt. Or maybe he gains the bloodline powers of a Sorcerer (Draconic (Copper)) equal to his class level, along with the bloodline spells as 1/day spell-like abilities?

Kvantum
Feb 5, 2006
Skee-entist

zachol posted:

"APG only" would be a lot better than "core only." Maybe "APG no summoner."
e: "...and cavaliers (only cavaliers) are allowed to take Leadership" or something.

APG no summoner plus Talented versions of Cavalier, Fighter, Monk, and Rogue.

Kvantum
Feb 5, 2006
Skee-entist

Ambi posted:

On the lines of pounce, does anyone have any idea of how much a magic item granting Barbarian rage totem powers would cost?
There is some precedent for it in the Monk's belt, or the ring of evasion, I'm just stuck on what cost it would be.
On a similar note, does anyone know of a guide which evaluates the rage totems without marking all of them down for denying access to the beast totem and therefore pounce?

Extra Rage Power is a feat, and the rough rule on items granting bonus feats is (iirc) 10,000 gp plus 5k per pre-requisite the feat has.

But that's just a rough guess. You can rule on it on a case by case basis.

Kvantum
Feb 5, 2006
Skee-entist

Zurai posted:

Kingmaker is my favorite adventure path of the ones I've played or run. We did drift the rules a bit, though; the book assumes you only build one city of your own and only have a single army,
Wait, what? No it doesn't. It never did. You're supposed to have multiple cities as a part of the nation that your PCs rule, and multiple armies, if you can pay for them. I think we ended up with 15 cities by the end of book 5.

Where did you get the idea you can only have 1 of each?

Kvantum
Feb 5, 2006
Skee-entist

PresidentBeard posted:

Even more so than other adventure paths the later modules are absurdly badly balanced. They assume the players have no initiative and need everything spoonfed to them. Also every fight is a pushover.

They're "balanced" around Paizo's assumption that a Mythic Tier is half as good as a class level. The problem is that in reality, for players at least, one Tier is (more or less) just as good as a class level. So you'll have 20 class levels and 10 tiers supposed to be massively challenged by CR 30 monsters, when in fact that's a fairly typical threat for them. Also the +2 to a stat every other level leads to absurdity pretty darn quickly even if Tiers don't run out of control.

Assuming your players don't totally cheese out the mechanics, which they almost certainly will.

Kvantum
Feb 5, 2006
Skee-entist

sugar free jazz posted:

I tried to find it, but how does multiclassing work with BAB? I'm going Ninja with 1 level in Monk, what would my BAB be at level 2? Would it still be 0?


Goal is a fun Ninja/Wayang who does non-lethal fwiw.

Still +0, unless you can find a GM who'd use the fractional BAB rules from 3.5 D&D's Unearthed Arcana, so your two levels in a 3/4 BAB class add together to give you BAB +1.5, rounding down to +1. One of the reasons multiclassing doesn't really work that great.

Kvantum
Feb 5, 2006
Skee-entist

Scrimsax posted:

Hey goons, I wanted some advice. I've sttarted planning my next campaign (the current one is wrapping up within the month), and I decided I want to try out the mythic rules. Any advice on running a campaign like this? Recognizing that power creep is gonna be real, I've banned 9 level spell progression classes and summoner, but the effective level of a character being equal to level+half mythic tier seems a bit low, considering the benefits of mythic tiers.

Any thoughts on this, or the mythic rules in general?

Just design encounters around ECL = CL + Tier.

Kvantum
Feb 5, 2006
Skee-entist

Junkie Disease posted:

I just picked up the Advanced Players Guide. Outside the new classes, the new archetypes and feats is just them running out of ideas at 100 miles per hour?

The Advanced Player's Guide that introduced the Alchemist, Inquisitor, and Oracle, or the Advanced Class Guide with the Bloodrager, Investigator, and Warpriest?

As far as I knew, the general consensus was APG was overall a great book with a horribly unbalanced class in the Summoner. The ACG was them running out of steam, beyond maybe the Bloodrager, Brawler, and Slayer.

Kvantum
Feb 5, 2006
Skee-entist

Bleu posted:

Bizarrely, again, because the 3.5 Psionic classes had their own little subsystems (power points, psicrystals, psychic schools) that are conspicuously absent from Pathfinder in general and the psychic class book in specific. But why would a game catering to 3.5 grogs be unnecessarily reactionary about things like psionics? :shrug:

Because James Jacobs and everyone else at Paizo involved with design hated power points.

No, seriously. That's it.

There is an update of 3.5 psionics from Dreamscarred Press. (It was founded by two nerds who started releasing fan updates and fixes for psionics back on the D&D messageboards during the days of 3.0. Their stuff was so popular that they were able to sell PDFs of it, and then they did Ultimate Psionics as a Pathfinder hardback. They keep releasing new stuff, too.)

Kvantum
Feb 5, 2006
Skee-entist

Chomp8645 posted:

That was the reroll :v:

We were instructed that any number rolled lower than 9 became 9, and that we roll 7 dice and use 6 numbers. After my first roll I was allowed to mulligan the set. Here were the results (rounding to 9's)

First roll: 9/9/9/9/18/9/9
Second roll: 9/14/9/9/17/10/9

On the plus side my buddy rolled 20/20/16/14/10/9 (raw, before the human +2)so he's basically a god mode fighter and is committed to my personal protection, included taking enemy-movement-restricting feats out the gate.


Anyway thanks for the advice folks. I mull over the stats and feats a bit and make a selection.

How is he rolling 20 on 3d6? It's supposed to range 3-18, averaging at 10.5.

Kvantum
Feb 5, 2006
Skee-entist

Sound actually a bit like a Vitalist already, or maybe a Tactician. You might go on d20pfsrd and check them out as Psionic classes, at least for comparison's sake.

Kvantum
Feb 5, 2006
Skee-entist

Eox posted:

Is it just me or is the Rod of Nettles a tad insane. As-written it seems like you can get your full attack routine with it, but 1d3 dexterity damage as a touch attack is gonna add up real quick. Bonus points if a Sohei Monk is flurrying with it.

It costs 18,000 gp and with the rule of "no one item costing more than 25% of WBL", PCs really shouldn't have access to it until 11th level (82,000 gp WBL). There's a Fort save DC 14 to halve the Dex damage, and it's only 1d3 at best, so any CR 11 creature can automatically make that, so basically just 1 Dex damage per hit. It's a light mace, which is not a Monk weapon, so you can't flurry with it, without specific feats, or being a Sohei Monk. In the hands of a 16th level full BAB class, yeah, it's probably 4 Dex damage per round, but compare that to what a 16th level spellcaster can do.

Seems powerful at first glance, but look at it in terms of the big picture. Not really that great.

Kvantum
Feb 5, 2006
Skee-entist

KittyEmpress posted:

How good is the brawler variant that throws its shield? How far can it throw its shield?

Something about turning shields into weapons has always amused me.

http://www.d20pfsrd.com/classes/hybrid-classes/brawler/archetypes/paizo---brawler-archetypes/shield-champion

With a 10-foot range increment, or its normal range increment, whichever is greater, though you are treated as having the Far Shot feat for the purposes of thrown shields (-1 penalty to attack for every range increment after the first.)

Kvantum
Feb 5, 2006
Skee-entist

LorrdErnie posted:

I missed this post before replying, whoops...

For muscle sorcerer I'd suggest a couple things. First, this doesn't allow the dragonborn image, but there's a Witch archetype for orcs called I think the Scarred Witch Doctor? that bases its casting off of constitution and so is great for those concepts.

Also if your group is relatively accommodating I'd suggest trying one of the classes from Path of War by Dreamscarred Press. You say you didn't like 3.x much so you might not be familiar with the Tome of Battle but its an adaptation of that with enough of its own stuff to be unique. I'd say that most of them are roughly on par with a sorcerer for power level, maybe slightly below a well optimized one but the floor is higher.

As a side note from an optimization standpoint Merfolk are absolutely amazing for an aquatic campaign, maybe even a bit cheesy. They've got huge stat bonuses with their main drawback being horrible land move speed.

Scarred Witch Doctor got nerfed. It's back to Int-based, but they get a +2 bonus to their effective Int for purposes of spells and Hex save DCs. :jerkbag:

If Dragonborn-ish Muscle Wizard is more what you want, you'll probably want to go Sorcerer with the Draconic bloodline and then Dragon Disciple. Then pick up Skill Focus (Survival), Eldritch Heritage (Orc) and Improved Eldritch Heritage (Orc) to get a +6 inherent bonus to Strength on top of the Dragon Disciple increases. If you can deal with the low Cha for a few levels, try going Orc for your core race. 14 starting Str +4 racial +6 inherent via Eldritch Heritage +4 Dragon Disciple +6 Belt of Giant Str could give you a 34 Strength, and more if you put your leveling points into it, though I wouldn't really recommend it.

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Kvantum
Feb 5, 2006
Skee-entist

Ambi posted:

Also the Wizard Archer sounds like it'd be a rad thing to do, especially if you brewed up an archetype to fit it better, something similar to spellslinger but with bows, and it'd be a neat way of making a less poo poo Arcane Archer.
Replace memorising spells with preparing glyphed arrows, use Arcane Gun rules (adjusted down a bit for misfires because pathfinders firearms rules are terrible) to shoot energy shots at people for ranged touch attacks as per any magic Archer in fiction, and maybe change it so you don't have to take 4 restricted schools because christ why?

What about the Eldritch Archer Magus?

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