Pathfinder General /pfg/

Pathfinder General /pfg/

Friendly reminder to tell us what 3pp your game allows if you need character building help.

New leak from DSP: Psionics Augmented: Psychic Warriors: docs.google.com/document/d/1dX4UYdtwTQKhY71Q45IHLtcu193zq1ZO5jHQ5_PnTl8/edit

Azlant edition. Have you ever played in or ran an Azlant-themed campaign? If yes, what interesting artifacts from the ancient civilisation did appear in your game? What do you think would fit well in such a campaign?

Unified /pfg/ link repository: pastebin.com/iYhDNSTq (embed)

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Horror Adventures: imgur.com/a/r2TOH
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Previous Thread:

Other urls found in this thread:

d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/sticky-poison
d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/concentrate-poison
d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/malignant-poison
d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/poison-conversion
youtube.com/watch?v=K5yFS6jH08w
d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/wyrwood-20-rp
twitter.com/AnonBabble

How do we rework Vital Strike to actually be good?

How do we give archers a viable option besides full-attack volleys?

I should add! A lot of stuff's been left half-done, there's tons left in mind, and I've made the races in mind with high power and greater impact on a players mechanical options.

So yeah, if it's obviously still shitty, know that it's probably gonna get worked on. That's to say nothing of the setting.

Make Mythic Vital Strike the norm.
Solves both.

Won't people bitch that martials are killing an enemy per turn, then?

Meanwhile casters are solving an encounter per turn.

Reminder that MoMS dip was nerfed and is bad
Reminder that flurry Warpriest was nerfed and is bad
Reminder that MoMS dip Warpriest is garbage

Give Vital Strike for free, allow feats like Cleave or Spring Attack or class features like Unstoppable Strike to work with Vital Strike

Anybody have a Gonzo 2 PDF? I didn't see it in the trove anywhere.

It's there. Little Red Goblin.

Evening, /pfg/, I brought up poison use and drugs in a previous thread. Specifically for rendering a target helpless or unconscious, rather than dead. The answers were what I expected: poisons and drugs are generally too expensive per dose for the things they do and the DCs to resist them, with perhaps only a couple of exceptions.

I'd like to reopen the discussion in case anyone has points to the contrary, or suggestions for particularly useful substances. Additonally, thinking of shurikens or darts as a "delivery system", are there any other interesting uses for them? Thanks!

Really? I may just be fucking blind but I don't see it anywhere. The trove in the Pastebin is the right one correct?

Drugs are cheap actually, and pretty overpowered. Also Alchemist is a great poisoner

d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/sticky-poison
d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/concentrate-poison
d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/malignant-poison
d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/poison-conversion

You get the idea

ofc right after I post this I find it.

The only time poison is cost-effective with a worthwhile DC at a point in the game where everything isn't universally immune to it is Rusty Dagger Shanktown. Drow poison applied twice in a row (to increase its DC by 2) at 2nd or 3rd level against CR 2-4 monsters will usually work, and when it does, you get a minute or more of unconsciousness.

After that extremely niche situation, it is absolute trash.

Poison, like Disease and Grappling, are best suited for use by monsters who have the Poison ability and no cost for using it. Relatedly, Diseases are useless except to monsters (and even then, Filth Fever is rarely useful for the monster giving it in the encounter, it's just there to make you waste money on Remove Disease...), and only monsters have easy access to absurd Strength scores, BAB equal to racial HD that exceed your class level (often by 1.25 to 1.5 times), and Huge+ size for Size modifiers, on top of free racial feats pertaining to it, and the Grab ability allowing it to make numerous Grapple attempts along with a full attack, all of which combine to make that giant tentacle abomination better at Grappling than you are.

Monsters can afford to be one-trick ponies. They don't go out and look for a variety of enemies with varying abilities to fight. They stay in their territory and just fight off whoever shows up.

None of those bypass poison immunity, which is hilariously common, nor do they scale in a way that is efficient.

You can make it serviceable if you burn feats for extra discoveries, but when your build requires 10th level to work properly, it's pretty bad.

I was aware of the MoMs nerf but what was the warpriest nerf to flurry?

Unchained Monk Full Attack:

+20/+20/+20/+20/+20/+20/+20/+15/+15/+15/+10/+5

20/15/10/5 from BAB
20/20 from flurry of blows
20/20 from medusa's wrath
20 from haste
20 from ki
15/15 from elbow smash


Chained Monk Full Attack:

+18/+18/+18/+18/+18/+18/+13/+13/+8/+8/+3

18/13/8/3 from Virtual BAB
18/13/8 from flurry of blows
18/18 from medusa's wrath
18 from haste
18 from ki


Sacred Fist Full Attack (after errata):

+13/+13/+13/+13/+8/+8/+3/+3/-2

13/8/3/-2 from virtual BAB
13/8/3 from flurry of blows
13 from haste
13 from ki

did they remove the sacred fists level instead of bab on a flurry? If so that's ass.

>This ability works like the monk ability of the same name, except the sacred fist's attack bonus from warpriest levels does not count as his warpriest level.

Sacred Weapon and its replacements no longer grant you full BAB for attacks made with your sacred weapon. You're stuck at 3/4 BAB with slow Cleric casting.

There's absolutely no reason to play a Warpriest anymore; Cleric does everything it does, but better, because none of the Blessings are worth taking over good Domains. The fast-casting gimmick is awful when you consider how small the pool of spells you get per day and the pool of uses of that ability are.

What if we reversed the nerf on Sacred Fist, MoMS, gave warpriests the inquisitor list, or better yet magus and made blessings good?

Warpriest's not bad. Saying it's not as good as a T1 class isn't saying much.

>Sacred Weapon and its replacements no longer grant you full BAB for attacks made with your sacred weapon

Wut. When did Sacred Weapon ever do that?

What if we homebrewed everything?

then we'd have a game as dank as your meme-numbers

That used to be the entire point of Sacred Weapon. That, and allowing you to deal pretty respectable damage with lamer weapons like daggers.

Also, Sacred Fist wasn't originally really necessary. Deities granting the unarmed strike as a favored weapon granted IUS, and Sacred Weapon's base damage scaling applied to it just fine. You just couldn't flurry.

Paizo is retarded and listened to their equally retarded PFS crowd, though, and now it's a shitheap.

At that point just play an Inquisitor or Magus, they have much better class features.

The Warpriest was never necessary anyway. It doesn't cast better than a Cleric or fight better than a Fighter. Like, by a long shot.

Seriously, you can duplicate Fervor with a couple of Metamagic Rods. Not even the Greater ones, regular ones are fine - Warpriests never got beyond 6th level spells anyway.

First draft of the playtest. Then they decided warpriest was destroying encounters too quickly and nerfed sacred weapon down to its current form.

I'm thinking I may want to look into hiring an Alchemist. We're only level 2, but we already have a sizeable enough base that staff can soon be hired. Any particular drugs stand out to you? I was looking at shiver.

Something to bear in mind, as mentioned above, is we're only level 2 at the moment, so we're still facing plenty of humanoid enemies. And tranquilizers would be reserved for use against them. So, by no means is this a path I would devote myself to, other than a little gold investment.

>Sacred Weapon (Su): At 4th level, the warpriest gains the ability to imbue his focus weapon with divine power.
As a swift action, the warpriest can enhance a weapon of the same type as the weapon selected for the focus weapon class feature. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level.

????

Honestly, Drow Poison is 75gp. 25gp if somebody in the party crafts it. DC 13, or 15 if you double-dose (easy with shuriken). Strong enough for 2nd level, good enough to reliably knock out somebody with a low Fort save, like an enemy casting humanoid. Chuck 'em at the local Big Bad Necromanguy and his necrocultist dorks, and chuck clubs at his skellingtons to knock them down like bowling pins.

Yeah, compared to the other hybrid classes maybe, and they definitely didn't test it rigorously because the Warpriest still fell behind when he ran out of Fervor.

Fate's Favored is a helpful boost early on, but it's... Still better for Clerics.

How accurate is this

youtube.com/watch?v=K5yFS6jH08w

>Instantaneous spells are unchanged
>Spells that last 1 round are unchanged
>Spells that last rounds/level now last 1 full encounter or 5 minutes, whichever ends first
>Spells that last minutes/level now last 1 full encounter or 5 minutes, whichever ends first
>Spells that last 10 minutes/level now last until you rest
>Spells that last 1 hour/level now last until you rest

why tho

I'm not a fan of spells with fuzzy, undefined durations. It totally undermines the whole "magic as a science" theme wizards have and raises questions about durations in non-standard situations (what if I just don't rest?).

When combat ends you stop to catch your breath, you ease your mind up, and your concentration on intense spells slips, can't stay tense all the time Tbh

>Instantaneous spells are unchanged
>Spells that last 1 round are unchanged
>Spells that last rounds/level now last 1 full encounter
>Spells that last minutes/level now last half a day
>Spells that last 10 minutes/level now last all day
>Spells that last 1 hour/level now last all week
>Spells recovered weekly

hey /pfg/ how is magus at early levels? like 1-5
Specifically interested in hexcrafter, but the entire class is interesting, really.

It looks like my group won't have any real frontliners the cleric doesn't even wear armor for some reason, IIIRC
So what are some good options there, as well?
Not asking for spoonfeeding a good class, I just want to have a direction to look at.
I'm rather unexperienced with PF, played 3.5 like 8 or so years ago..

Oh, I'm dumb, forgot to mention:
First party stuff only for this game, unfortunately

Magus is ok at level 1
Like a much better TWFer at level 2
Never stops being great from level 3 forward

Can you elaborate on the TFWer bit?
I was under the impression that A. Two weapon fighting was not great (lots of feats and such required so less individuality) and that B. Magus were more like single sword in one hand, slinging spells with the other.
It's been like a month since I read about them, though.

The big difference between TWFer and non TWFer at low levels is TWFer needs to full attack

Not him, but a magus is a TWFer done right; you don't even need the feat chain, but carefully read up on how spell combat and spellstrike work.

>As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).
This is spell combat.

>At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell.
This spellstrike.

These are the magus' specialty, you essentially cast spells and channel them into your main weapon, expending them on that turn.

Spells can also crit with spellstrike
>If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

This is why the shocking grasp scimitar wielding magus is so devastating.

I'd like some help, /PFG/, I cannot martial. I haven't martial'd in a long time. But while I'm informed martials are seemingly suboptimal, I'd like to build a flavor character. Basically a valkyrie, spear, maybe a shield with it, possibly going sword and board instead. I also definitely need some kind of fly speed not limited to x/day. My first thoughts on this was aasimar, with the angelic feats to eventually get flight, probably some archetype of fighter, or ranger. Possibly the new Vigilante, but I don't know enough about how to make a flying martial work out well.

Right now, we're paizo-only but psionics unleashed is pending review by our GM for a new game, can't imagine it getting turned down.

So me and my buddies all are playing pathfinder for the first time.

I'm dming it (also first time) and its actually going fairly well, with several understandable mistakes along the way for all of us.

One of my players is a lawful evil cleric of asmodeus, and while he is evil, the party seems to completely trust him, because of his sense of justice.

He actually has converted a few local npcs I've created on the fly to his diety as well using some very lucky rolls.

What's an acceptable way from a DM to reward a cleric for his service and zeal? Is that something DMs ever do typically? Do diety's ever directly contact mortals, or send others to speak to them? Should I just write it off as good roleplaying?

The game world typically makes Z E R O sense if you just hand out gold and magic items like candy from foes and such

I'd give your boy some magic weapons from his deity

Are great shields as awful as they seem to be?

Even light shields look shit compared to the versatility of bucklers.

Drow Poison seems to be the most straightforward substance for the effect I want, and it isn't expensive if someone in the party is crafting it. Unless there's something better, that'll be my tranquilizer of choice. Slap that on some shurikens and call it a day, I suppose.

Which Arcane school is the best for Arcane Trickster?

Should I choose Divination for Forewarned? Maybe Evocation and Necromancy as opposing school?

Interesting, thanks.
>The whole bit with spellstrike/spell combat concert
how would one use spellstrike /without/ using spell combat and getting penalties?
It seems like spellstike is just an expanded version, just allowing you to use spell combat while gaining the benefits.
Is it just worded weirdly?
So, while a non TWF just gets to hit with their good primary weapon when they can't full attack, the TWFer needs to full attack to decent damage, is that it?

Oh, you quoted the wrong dude., but I'm kinda doing that now.
The more I read up on the class, the more I want to play one, it sounds like everything I've wanted to play.
>can just give themselves a +1 weapon and cast a spell and hit people at the same time straight up from level 1
how delicious.
while on the topic of feats, good ones for magus, if they don't need TWF stuff?

The #1 feat for Magus is Intensify Spell
The #1 trait for Magus is Magical Lineage

> how would one use spellstrike /without/ using spell combat and getting penalties?

Multiple charge spell like Frostbite.

Depend on your build. Popular feat is Weapon Finesse and Dervish dance.

But a whip build with Frostbite+Rimespell+Enforcer+Cruel Weapon is good too.

Spellstrike doesn't require Spell Combat
Spell Combat doesn't require Spellstrike

Cast Shocking Grasp as a standard action, and with Spell Strike, you may make an attack with your scimitar and deal 5d6 (or whatever your level is) electric damage

As a full round action, you can instead cast True Strike, and then make a melee attack with your scimitar (at a +20 bonus) with Spell Combat

Or you can combine the two. As a full round action, you can cast Shocking Grasp, make an attack with your scimitar, deal 5d6 damage with your Shocking Grasp, and then make another attack with your scimitar - All at this at level 2 (except your shocking grasp is doing 2d6 probably not 5d6)

>Shocking grasp
>Intensify Spell
>Magical Lineage
so, going by both of you, a devastating thing for a magus to do is at 10th level get a +2 Keen Cutlass/Scimitar and fuck people up with a 16-20 Crit range 10d6 shocking grasp alongside a +7/+2 full attack?
(with literally no other bonuses besides what I listed, at that?)
that's... Damn.
I'm not quite sure I understand, sorry.
Wait, so If I'm reading this right, you do nonlethal cold damage, with frostbite, cold triggers them to be entangled, nonlethal gives you a free intimidate to demorilize=Shaken and maybe frightened, and then BOTH of those can enable cruel on additional hits to cause them to be sickened and give you free temp hit points?

What the fuck, that's just bullshit wonderful

Oh, so combining spell combat+spell strike is what nets you extra attacks, not just spellstrike alone. gotcha. Super helpful dude, thanks
technichally, Spell Combat True Strike is a +18 bonus :^)

You can do multiple attack with one cast of frostbite, up to 20 attacks.

So you cast spell combat in the first round, then you can use Spellstrike to deliver the rest of frostbite with your attack on the following round, without having to use spell combat to cast it again.

Hear my story of how I became a salt elemental, /pfg/.
>recruitment for a campaign on roll20
>35PB, gestalt, max hp at every level
>no magic gear, ABP+2 instead
>the description says they need a frontliner and spellcasters aren't welcome
>the description also says backstories are important and that the selection process will be slow and lasting weeks since the DM wants to sift through until he finds the best
>I build a rock solid frontliner
>write up an amazing backstory tailor-made for the campaign, probably the best one I ever made in a campaign application
>declined on basis of "your character just attacks and rolls damage, that's not the kind of character I want to see"
>by the end of the day, the roll20 listing is disappeared, lasting for less than 24h total
Did I just get rused into a backstory farm of the kind /pfg/ option mentions where the DM is basically fishing for backstories and rejecting everyone?

Some low level cheese.
1) Get Arcane Mark cantrip.
2) Use spell combat and spellstrike!
3) ???
4) TWF without spending resource or feat

Yeah. It doesn't have the nova/burst damage potential of Shocking Grasp, but you can CC and Debuff every enemies around you, especially with Whip's 15 feet reach.

...

Welcome to the fold, magus brother.


Magical Lineage is to ensure shocking grasp stays a lower level spell even with Intesified Spell, ie it remains a 1st magus spell.

I prefer a Strength build tbqh, it's more of a worthwhile investment down the line.

Even if your hit misses you still retain the spell and can expend it on your next turn.

>/pfg/ often mentions
>listing disappeared
Why am I so illiterate?

Become a hexcrafter magus, get accursed strike to freely fuck shit up as well as with infinite hexes.

That combo will give your enemy:

Fatigue (from frostbite)
Entangle (from rime spell)
Shaken (from Enforcer)
Sicken (from Cruel)

That's...
-6 attack rolls
-2 Weapon damage rolls
-4 Saving throws
-4 Skill checks
-4 Ability check
-2 STR
-6 DEX
Cannot run or charge
Move at Half Speed
DC 15+spell level to cast spell

If it plagues you so much, try and contact the GM and politely with the minimum passive aggressiveness possible ask what sort of thinks they wanted to see in a good martial, with examples, and maybe if you're not bitter enough about the whole thing whether you can work on your mechanical build to make it more suitable.

I'm also curious about what more they could have wanted.

Yeah, you don't necessarily need spellstrike with spell combat but they're meant to work in tandem.

See .

The only thing holding the magus back is its 3/4 BAB, see if you can get Martial Training.

>laughingundead.jpg

>If it plagues you so much, try and contact the GM and politely with the minimum passive aggressiveness possible ask what sort of thinks they wanted to see in a good martial, with examples
I did. He refused to provide examples and only gave vague replies along the lines of "well do something besides just attacking". Also, according to him, one of the players was a Swashbuckler//Something (not sure), while the character I applied with was a Ravenlord//Living Legend with all the complex interactions between two narratives and the raven that stem from it.

Simply awesome.
wasn't there some other cantrip that I could do that? Brand, or something?
I remember some threads back someone mentioned how slightly cheesy it was to use a non-damaging spell to do it.
plus brand would let me cover the person in "LOSER" or such, right?
already sounds cool to just cover something in my own symbol, though.

>15ft reach
holy damn, I thought it was 10. That's fantastic.
yeah, I just forgot to mention the whole "stays a first level"
I'll probably ask the group for advice, but STR sounds alright. other type of build is dex/finesse, yeah?
Yeah, I heard hexcrafter magus was fun like that.
What the fuck.
Just... Goddamn.
>The only thing holding the magus back is its 3/4 BAB, see if you can get Martial Training.
I'm pretty sure Path of war stuff isn't allowed, IDK. That's what the point of martial training is for, yeah?
I must admit I know 0% about either PoW or normal combat manuvers in general (like trip) just yet, though. Sorry if that's not what you mean.

Anyone have the information on the new Pact Wizard from Haunted Player Companion?

I want to see what they trade out for those witch spells (and whether they can cast Cure spell and Raise spell)

any links for pirated Strange Aeons yet?

>Take a look at monk guides
>They highly recommed the perception as class skill trait
>Monk already has perception
wut?

I'm entering my 4th week of waiting for an order from Paizo. I'm across the border in Canada... is this delay normal from Paizo or is my package just stuck at customs or some other bullshit?

How the fuck does one find a gestalt game?

Yeah, sounds like you got screwed over.

If you had enough fucks to give you could keep pressing them on the issue, but honestly at that point it's better to save those fucks for something else.

wat?

They color coded blue (bestest) the Trait that gives you Perception as class skill (Seeker), when monk already has Perception as class skill, it's an useless trait for monks. That would be like picking proficiency on longswords as a fighter.

Gives a +1 trait bonus on Perception checks, so it's not useless. Completely and utterly unexciting sure, but not useless.

My fault, having something non-class as class is so good I always forget the part in where you get a +1. Still, for a simple +1 on a skill that trait shouldn't even be red yet in already 3 guides it's color coded as the best of the best

Perception is the most roll skill in the game. It's better than something like +3 Sleigh of Hand.

At level 1 its "you have a 5% greater chance of not getting 1HKOed" sometimes

Hell, even at higher levels

Is Damnation worth taking as a pally spell?

Why the fuck is the magus such a well designed class?

It's good depending on the type of game you're in. The downside is it's that extra bit of work for the GM that the GM will hate you for.

I just read that it affects each creature. That includes allies who are within 30 feet, correct?

Ehhhh, effects with the [evil] descriptor even aren't all that common at all to begin with. At most you'll get a 4d8 from someone having Greater Infernal Healing or Create Undead in a few scenarios, and very fucking occasionally a bit more damage. Still not worth it.

You know the Skate psionic power?
I want to use that power and then go really fucking fast.
How do I do so?
Potion glutton and a bunch of Cheetah's Sprint potions would let me move at roughly 50 miles per hour. Maybe I can get some kind of automatic potion injector installed in my stomach?
Can I go faster somehow?
What class should I use?

Yes I'm trying to become a car
DEJA VU

Just go Aegis, put all resources into maxing your customization points, and then put all your points into flight speed, which has no listed cap.

As a bonus, you can trivially edit your build after a night's rest into something else useful if you ever get bored of being sonic.

>flight speed
Ew, gross.

In order to go anywhere near as fast as Skate + Cheetah's Sprint I'd need to be something like level 15.

Just fluff your flying as needing you to act out a running motion and move along half an inch above the ground.

spoiler question re golarion/numeria ap:
what's the name of the spaceship AI from the silver mount?

IIRC it's Unity

>other type of dex/finesse build, yea?

HahahahahahaHAHAHAHAHA no. You only have Dervish Dancing if you want dex-to-damage. Slashing Grace and Fencing Grace both stop working the second you do anything with your offhand (like cast a spell) by RAW, so unless your GM houserules or allows 3pp, you're stuck with a scimitar, bitchboy.

which fucking sucks, because it ruined all my fun builds for Kensai.

how do i play a construct
i want to play a construct

Android, or if your GM is really adventurous, Wyrwood. If the latter, ask about refluffing.

d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/wyrwood-20-rp

Bear in mind that this is one of Paizo's most powerful races, bar none. Construct immunities are incredibly useful for any character, and the lack of a Constitution score is offset by the 10 bonus hit points.

A wyrwood with a Wand of Infernal Healing and either Infernal Healing on their spell list or Pragmatic Activator can provide noncombat healing for themselves. In a game that allows Dreamscarred Press material, Silver Crane can heal a wyrwood at-will as well.

android is lame as hell
wyrwood is pretty good thematically but it'll need to get nerfed significantly before my GM will allow it
maybe i'll be a special snowflake and use the build-a-race to make my own construct and pitch that

How do you make tower shields not garbage?
I really like the idea of being a medieval version of a tank with 40 AC, wading slowly through the battlefield, slamming my giant fucking shield down onto the floor to cover my comrades from a fireball's blast... But tower shields and heavy armor seem like absolute trash.

Any 3pp. Just give it to me. I'll pitch it to my GM. He's pretty lenient.

And don't just say "Iron Tortoise." C'mon, user.

Sounds like you want the Mobile Bulwark Style from the Armor Master Handbook.
It does the "slamming my giant fucking shield down onto the floor to cover my comrades from a fireball's blast" pretty well.