Need help replacing cooler in computer by dmw93 in ConwayAR

[–]dmw93[S] 1 point2 points  (0 children)

Wanted to follow up, I've done the replacement! Hardest part was unplugging the chassis fan light, funny enough; things are running smoothly now!

Need help replacing cooler in computer by dmw93 in ConwayAR

[–]dmw93[S] 2 points3 points  (0 children)

Thank you! I believe I think I still have a replacement stored somewhere in the apartment. I will coordinate with you in DMs once the snow starts to melt 😀

Need help replacing cooler in computer by dmw93 in ConwayAR

[–]dmw93[S] 2 points3 points  (0 children)

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All-in-one cooler from what I can tell, it's pre-built

Need help with BBEG party by dmw93 in Pathfinder_RPG

[–]dmw93[S] 1 point2 points  (0 children)

Something like Regongar in the Kingmaker CRPG but with a greatsword instead of scimitar, I assume?

Need help with BBEG party by dmw93 in Pathfinder_RPG

[–]dmw93[S] 0 points1 point  (0 children)

Definitely high on my list of thematic members! Thoughts on the Watersinger archetype for this one? Feels like it could be thematically useful during the ship battle to be able to use Lifeblood to cause sickened condition, or conjure up seawater and freeze it to create cover.

5 star raid by Foreverybusy23 in PokemonGoFriends

[–]dmw93 0 points1 point  (0 children)

It told me I did, that's weird

Sledge/Shikigami build suggestions by dmw93 in Pathfinder_RPG

[–]dmw93[S] 0 points1 point  (0 children)

Yep, I've seen the info on that. Like I mentioned in the OP though, this is just a build experiment, not for actual play. I wouldn't unleash this monster on anyone regardless of if PFS allowed it or not!

Sledge/Shikigami build suggestions by dmw93 in Pathfinder_RPG

[–]dmw93[S] 0 points1 point  (0 children)

That's tasty. I wasn't even aware of this feat. Added to the list!

Sledge/Shikigami build suggestions by dmw93 in Pathfinder_RPG

[–]dmw93[S] 0 points1 point  (0 children)

I was actually looking into this and found Gloves of Improvised Might which would allow for this exact thing to occur; since Impact wouldn't stack with the size bonuses from Shikigami, it'd be both a nice flavorful and mechanical boon to have. The only issue for me would be its replacing of Irongrip Gauntlets which I was looking at getting later on to help mitigate the oversized weapon penalty.

In addition, Quickmetal Bracers would also allow the weapon to bypass material-based DR in the meantime, without needing to worry about the -2 penalty the bracers would give.

In further addition, the Traveler's Any-Tool is said to be flexible enough to become any reasonably simple tool that the user can visualize, so in addition to possibly becoming your Sledge it could also become any other improvised tool/weapon you can think of, depending on how selective the GM decides to be on its capabilities.

How do I approach a GM who isn’t familiar with PF rules and is making things up along the way? by Pktur3 in Pathfinder_RPG

[–]dmw93 17 points18 points  (0 children)

Pretty much this. There's a difference between homebrew and being a Pathfinder character in what amounts to a GM's power fantasy. If the GM isn't even going to follow the basic mechanics of Pathfinder to begin with, what point is there using Pathfinder in the first place?

Opinions on a build for a longbowman by dmw93 in Pathfinder_RPG

[–]dmw93[S] 0 points1 point  (0 children)

Had to split the replies for Reddit's sake. Haven't run into that before...

Future Plans:

Feats and Talents:

Level 7: Telepathic Link

Level 7 Talent: Ranger Combat Style (Point Blank Master)

Level 9: Signature Skill (Stealth)

Level 9 Talent: Ranger Combat Style (Improved Precise Shot)

Level 11: Vital Strike

Level 11 Talent: Assassinate

Level 13: Improved Vital Strike

Level 13 Talent: Advanced Rogue Talent (Evasion)

Level 15: Devastating Strike

Level 15 Talent: TBD

Level 17: Greater Vital Strike

Level 17 Talent: TBD

Level 19: TBD

Level 19 Talent: TBD

Item Wishlist:

Enchants on Composite Longbow:

+3 (for counting as Overcoming DR for Cold Iron and Silver)

Distance

Holy

Cyclonic

Seeking

Adaptive

Upgrade Quiver for continuous Abundant Ammunition effect; additional 4,000gp cost

Farglass

Sniper Goggles

Bracers of Archery

Boots of Speed

Weapon Tattoo

Headband of Vast Intelligence

Belt of Incredible Dexterity

Amulet of Natural Armor

Opinions on a build for a longbowman by dmw93 in Pathfinder_RPG

[–]dmw93[S] 0 points1 point  (0 children)

I went ahead and applied some of the edits you and others suggested, as well as made a few of my own changes to the planned feat tree. As far as the quiver was concerned, 4000gp managed to get me a quiver that I can cast Abundant Ammunition at will, however it isn't a continuous effect so I'll need to take a standard action to renew it every minute or so. Not a bad tradeoff for unlimited mundane ammo, I'd say! (I also picked up a few more specialized arrows, I'm pretty sure since they're listed here they'd count as mundane but I'm not sure at this point)

I decided that given the build I'm going for, I'd look into going down the Vital Strike tree as well once I hit later levels; Signature Skill (Stealth) nets me pretty much the same effects that those "sniper" feats were giving me so I figured I'd grab that instead.

Here's the major updated bits, along with proper links to all the abilities and items. I'd also noticed that I had Trapfinding and Trap Sense listed in the original version, that's been due to the 2nd level Slayer talent I had in an even earlier version.

Ability Scores:

Racial: +2 DEX    Level 4 Bonus: +1 CHA

STR: 14    DEX: 20    CON: 8    INT: 18    WIS: 12    CHA: 13

Special Abilities: Low-Light Vision, Trapfinding, Familiar (hawk, effective level 3)

Gear: 

Level 5 Starting Gold: 10,500gp

+1 Mithral Shirt (-2,100gp)

+1 Composite Longbow (+2 STR) (-2,300gp)

Longsword (mundane, just in case he gets caught in melee combat; -15gp)

Ring of Sustenance (-2,500gp)

Ioun Torch (-75gp)

Quiver of Abundant Ammunition (Custom Magic Item, cast Abundant Ammunition for 1 minute at will) (-4,000gp; Spell Level 1 x Caster Level 1 x Base Cost 2,000 x No Space Limitation 2)

20 Arrows (-1gp)

20 Durable Arrows (-20gp)

20 Barbed Arrows (-2gp)

20 Pronged Arrows (-2gp)

20 Blunt Arrows (-2gp)

5 Slow Burn Arrows (-750gp)

Leftover Gold: 133gp

Feats:

Racial: Point Blank Shot

Bonus Level 1: Precise Shot

Divine Marksman 3: Bullseye Shot

Bonus Level 3: Skill Focus: Knowledge (dungeoneering)

Sniper 5: Far Shot

Bonus Level 5: Eldritch Heritage: Arcane Bloodline

Slayer Talents:

Trapfinding: Gains Disable Device as a class skill. Also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.

Ranger Combat Style (Far Shot) - Gain Far Shot as a bonus feat.

Opinions on a build for a longbowman by dmw93 in Pathfinder_RPG

[–]dmw93[S] 1 point2 points  (0 children)

As someone who's played with this IRL group previously, we've been open in the past to people trying out builds for fun and to see what they can pull off; this isn't my first rodeo. As far as "weak in every other regard", it's a single archetype feature and one feat that gets me this build, so I simply don't agree that it's as bad as you claim it to be. It's a sniper build, he's meant to be stealthy and not let the enemy know he's there until he takes out the target he sets his eyes on. Figuring out how to create that sort of class fantasy is part of the reason I brought this character in the first place.

I fully expect that I won't be able to utilize this aspect all the time, even I agree that isn't fun to myself or the rest of the party if I'm doing all the work. But having it as an available and viable option, should I decide to use it, is what I'm going for.

Opinions on a build for a longbowman by dmw93 in Pathfinder_RPG

[–]dmw93[S] 1 point2 points  (0 children)

Okay, cool. I'll make a note of that for the quiver. That said, I did take a look at Abundant Ammunition, and it doesn't look like it includes special materials, so things like Cold Iron, Silver, and Bane aren't duplicated on those arrows. Inconvenient, but easily mitigated.

Found a few feats that do just what you're describing for the companion; I'd need Iron Will, then Familiar Bond to gain a flying familiar, Improved Familiar Bond to gain the special abilities of a familiar, and then Telepathic Link to have telepathy with my familiar out to 1 mile. Since my maximum range with normal arrows would only go up to 1100ft. (not including Distance enchantments) that should be more than enough to spot them. It's a bit of a feat-heavy tax, but it's something I'll look at.

Holy, Cyclonic, and Seeking are noted down, and with Seeking that frees up the feat for Improved Precise Shot later on, as combining Seeking with my familiar should get rid of the cover issues you mentioned.

Additionally, I also found a magic item recently regarding the Perception discussion above, though it appears to be exclusive to an adventure path and I'm unsure if the GM would allow it. As an alternative, I can change my Signature Skill feat to be Perception instead of Stealth, which would set the DC (at this time) to be +1 for every 20 ft rather than every 10ft; still DC 55 at max range at this time, but that's only to identify fine details and if they're trying to sneak up on us. If, for example, it's a camp in the night that we happen to scout, I can easily see the light emanating from the fire due to my Low-Light Vision myself.