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Post by illios on May 14, 2012 1:17:53 GMT -5
Far too expensive for this list (and not mundane). But very cool, nice find.
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Post by Apples on May 14, 2012 10:44:48 GMT -5
Pathfinder Society members get them for half price.
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Post by iglw on May 17, 2012 0:42:01 GMT -5
Debating whether or not I want to go Devourer of Sin or not. Flavour's awesome, but I'll lose out on a feat and bonuses to Intimidate/Diplomacy. Knowing me, flavour will probably win out in the end...
Kolrak Ryosk, Half-Orc Inquisitor of Sarenrae [Conversion/Sin Eater] 10
"You cannot escape me, bosh'ka, for the acrid stench of sin is as strong as that of a rotten carcass. Or is that the foul stink of terror wafting about you? Strange that you should fear me when it is the weight of your soul you should be concerned about. Do not be afraid, bosh'ka. I will find you. And when I do, I promise I shall free you of your heavy burden once and for all."
Compassion and peace are the Dawnflower's greatest virtues, but even She is unable to find redemption in the darkest of souls. For them exist Kolrak Ryosk and his kind: those not afraid of getting their hands dirty in order to hunt down the vilest of beings and free them from their life of sin.
STR 18 [+2 Racial] DEX 12 CON 10 INT 10 WIS 16 [+2 Level] CHA 8
HP: 90 Init: +4
Judgment 4/day Monster Lore, Orisons, Stern Gaze, Solo Tactics, Bane, Track, Discern Lies, Cunning Initiative, Detect Alignment, Eat Sin (max. 3d8+10) Traits: Dirty Fighter, Brute
Intimidate 10 [+5 Stern Gaze, +2 Half-Orc, +5 Favoured ACF, +3 WIS, -1 CHA, +1 Brute] Sense Motive 10 [+3 WIS, +5 Stern Gaze] Perception 10 [+3 WIS] Diplomacy 10 [+3 WIS, -1 CHA] Survival 8 [+3 WIS, +5 if tracking, +4 if detecting fear] Local 1 [+5 Favoured ACF, +3 WIS] Arcana 2 [+5 Favoured ACF, +3 WIS] Dungeoneering 2 [+5 Favoured ACF, +3 WIS] Nature 2 [+5 Favoured ACF, +3 WIS] Planes 2 [+5 Favoured ACF, +3 WIS] Religion 2 [+5 Favoured ACF, +3 WIS]
1 Judgment Surge 3 Power Attack 3* Precise Strike [Teamwork] 5 Keen Scent/Extend Bane 6* Outflank [Teamwork], Speak with Dead 7 Cornugon Smash/Keen Scent 9 Smell Fear/Spell Bane 9* ? [Teamwork], Outflank [Teamwork]
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Post by illios on May 17, 2012 3:37:09 GMT -5
that build looks very flavorful (If you're worried about its in play power, i can run it's DPR for you if you want. I probably will even if you don't ask me ). Question: who wants to use the pathfinder gods? who knows the pathfinder gods? -Edit- Do you mean sin eater archetype or something else? -Edit 2- You have an error in your build, you can't take Cornugon smash until level 6, but its easy enough to fix, just swap it with keen scent. Also if you are including your ACF you might as well mention that you get your wisdom to identifying as well (for a total bonus of +11 rather than +7 when identifying, it makes a pretty significant difference, especially once you also factor a headband of wis). Also I did the dpr Calculations (I did give you a +2 weapon and a +2 strength belt though, which theoretically you could not have/have a better thing of. Note that because of bane, its really bad for you to buy a weapon with an enhancement higher than +3 - also not counting the fact that you could have a +1-ability weapon rather than a +2 and just use GMW) Regardless this is a decent baseline, and shows just how good you are when you use all your features: (Also generally there is one round of setup where you need to move to get to a flank and yadda yadda, and it is seriously beneficial for you to cast Divine Power then) Also this is vs 24 ac and the average monster has 130 hp.
Base dpr: Not flanking, not judging, not using spells, not using bane: 15.73 Flanking: 30.24 Judgin regular: 33.71 Bane: 28.39 Divine power: 43.02 Start Combing: Flanking + Juding: 48.14 Flanking + Bane: 47.5 Juding + DP: 69.015 Bane + DP: 76 Full combo: Juding, bane, dp: 100.695 ;D Surging, bane, dp: 109.72 ;D Flanking combo: Judin, bane, flanking: 110.24 ;D Ultimate damage!!!: Surged, bane, dp, flanking: 131.04
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Post by iglw on May 17, 2012 10:05:15 GMT -5
O, ty!
Took me forever to find a Pathfinder god I wanted and I'm still not sure at this point.
Yea, I'm talking about Sin Eater. Devourer of Sin sounds cooler though. I doubt a circumstantial self heal ability and speak with dead is worth losing my wisdom to diplomacy, bluff and intimidate, plus my level 6 teamwork ability, though.
I can probably up his power if I switch out the two scent feats but I want to say my character has the ability to smell fear and taste sin. B)
Edit: I probably will go with Sin Eater. The loss of the bonus to Intimidate isn't as big a deal at higher levels with all my other bonuses running, and I can stand delaying Outflank for 3 levels in exchange for a cool flavour ability. I might switch out Cornugon Smash for Extend Bane or something along those lines in order to account for the loss of Intimidate and make up for the bit of lost power in Outflank early on.
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Post by illios on May 17, 2012 16:13:16 GMT -5
Outflank is pretty much the best thing ever for inquisitors. Also their other feat options are pretty much crap. You are delaying outflank which sucks, but you don't actually have a good 9th lvl option, and aren't feat starved whatsoever. I mean seriously, favoured judgment? And the other teamwork feats are so super duper circumstantial you don't actually need any of them.
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salsa
Nerdling
Ginga Bishouuuuuuuuuuuuuunen
Posts: 79
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Post by salsa on Jun 24, 2012 23:07:28 GMT -5
Oh man the Advanced Race Guide has a trait that says Merfolk can have 15ft base land speed instead of just 5ft, and there's even a spell that just lets them have legs.
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Post by steve on Jun 25, 2012 7:27:30 GMT -5
Look at this stuff. Isn't it neat?
Wouldn't you think my collections... complete?
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Post by q on Jul 8, 2012 16:12:32 GMT -5
Hello jumping in on this thread since I hope this year I can do some nerd club stuff... I have a large number of the books and the new Advanced Race guide which is awesome.
Also counter to popular belief PF does have psions but they are a direct port from 3.5 with the associated spell nerfs so... they're less frustrating
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Post by Nygil, Nickolie on Jul 8, 2012 16:22:15 GMT -5
I have always been a fan of psionics myself, I love the flavour, some of the rules and just having that 'different' thing around, though they are hard to use for PC balance, just the nova effect they have in one shots. So even ported over, and weakend while other things are toughened, I'd still say they'd be a poor choice to allow.
side note I need to the get the Advanced Race Guide, not that I will be running anything this year, mahahha
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Post by q on Jul 8, 2012 17:58:59 GMT -5
I got the ARG I can lend it to you at some point
Also oh good point, completely misunderstood your comment ^^
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Post by illios on Jul 9, 2012 5:54:10 GMT -5
I went and bought the ARG in pdf form. I now can go and look and have an opinion on any extra races! yey! I think every race should be on case by case request basis though. Nothing in for the normal races stood out as nuts to me, so I think that should be allowed. But the featured and uncommon races should be case by case, and we should role play them as acceptance into the guild. (E.G. someone wants to play a Tengu, we go well why do you want to join this Guild, and how would you fit in here?) This gives us a reasonable way of dealing with requests about races outside the norm and encourages people to pick the main 6 because they're lazy.
Specific ones:
Fletchlings: since I know that Ryan wants to play one. I think they're borderline, but acceptable for now. Nothing here screams broken at me.
Merfolk: NO. Over or under powered with very little chance of inbetween.
Drow: NO. Campaign reasons, if you REALLY REALLY REALLLLY want to be a drow, maybe we'll consider it but you have to have like a full page of backstory written before we consider it. (IMO) They are also quite a bit stronger than other races which should be taken note of.
Strix: FCK NO. Flying... for free? nope nope nope. Oh wait, what's this a feature that takes away their flight? Sure that's cool then. IMO flying = OP, wing-clipped = only allowable version.
Teiflings: BADASS and okay. Being an outsider has been HEAVILY nerfed in pathfinder. (To the point that I think teiflings are actually a bit underpowered compared to just being human).
Aasimar: Same as above but less badass.
Catfolk: Super cool and perfectly okay. Though their sprint ability is just annoying though I see why it's necessary.
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Post by kasiil on Jul 9, 2012 9:06:38 GMT -5
Yeah, I haven't actually bought/obtained the book yet to take a look at, but from what I've read of reviews, the book lacks any real consistency in power values of the races, which is kinda wishy-washy IMO, since that really would have given more clout to the book as a whole.
Also: Are there any differences/variations of Fetchling I could use? The resistances and spell-likes are kinda unnecessary for me tbh, and created the most controversy iirc.
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Post by illios on Jul 9, 2012 9:33:14 GMT -5
TL:DR; Half troll race with big strength and con bonuses and fast healing and acid+fire vulnerablity, at +1 LA. (For Colin) RP 20
Proposal: Special race for my buddy Colin, because I know he's going to ask anyway. I built a 20 RP point Monstrous race. The LA suggested is +1 for 1-5 and +0 for 6-10 So I think it'd be acceptable to allow him with a +1 at times using this race. Here is my proposal: HALF-Troll: Monsterous Humanoid (Giant) +4 Str, +4 Con, -6 Int, -2 Cha Xenophobic Linguistics: Giant; Common, three others who cares so improbable to get them Traits: Fast Healing 1, Ferocity, Scent, and Elemental Vulnerability* (Acid, Fire) Standard Movespeed *Technically not allowed I know, but fits perfectly
I was considering creating something like Regeneration 0 to allow him to reattach limbs and whatnot, it's not inside the rules though so it's just my suggestion if we think it's acceptable and Colin wants it more than the fast healing. (Basically it would be regeneration just not actually ever healing you, which I figure is close to on par with Fast healing 1... maybe one or two RP more, which is well within +1 LA)
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Post by q on Jul 9, 2012 11:52:54 GMT -5
Do recall that Pathfinder include a Depreciating LA feature IE every 5 lvl's the LA drops by one so a 1 LA creature because 0 LA at 6th lvl a 2 LA becomes 1 at 6 and 0 at 11... and so on.
Peoples opinions on these rules? I like it so people can play the LA and not get royal screwed over later, but I want other DM's opinions...
Interesting note ogres went from 6 LA to 1 in Pathfinder Cameron was kinda pissed
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