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Cult of Vorg's page

457 posts. Alias of Christopher Vrysen.

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Weyland/Vulcan-style crippled crafter of the gods.

Gnome (with Master Tinker for your whip proficiency)
Oracle (Battle to get 3-for-1 feat deals)
Dual-Cursed (Lame and either Legalistic or Tongues)
20pts: S13-2, D15+1, C14+2, I12, W7, Ch15+2+1

1: Weapon Finesse (no Agile Maneuvers needed for weapon-based maneuvers like trip and disarm), Misfortune.
3: Weapon Mastery - Whip, Whip Mastery.
5: Fortune, Craft Arms & Armor
7: Maneuver Mastery - Trip, either Craft Rod (for cheaper Quickens) or Improved Whip Mastery.

In the future, Combat Healer, Resiliency, Maneuver Mastery - Feint and/or Disarm and/or Reposition, War Sight, Battlefield Clarity...

Gear: If GM allows, Ring of Revelation (Lesser- Bonded Mount), use with UMD (which should be high enough to auto-succeed) to fake the Nature mystery class feature. A nice big hitter like Boar or Wolf. They get Int 8, so should be able to take IUS, CombatReflexes, Vicious Stomp.


Halforcs can get a bite attack through the APG alternate race features, and barbarians can beast totem for claws when raging. That might help him feel more feral.

Challenge them with hostile yeti, let him skin and wear one and make people call him a yeti.


If you're lawful, dip maneuver master monk for a free trip attempt at-2, every full attack, even armored and using non-monk weapon. If you do this, keep an eye out for an Urgathoan monastery that can enchant your weapon with Ki so you can stunning fist through it too.

Falchion would up the DPR, as usually scythe crits end up wasting damage overkilling when you do crit, but fun with trips may balance that out for you. Remember that with a trip weapon you get to add all your weapon specific attack bonuses to your trip CMB.

Take the Iron Will when you can, failing will saves sucks.


I don't know what Dreamscarred did with it, but as I recall there were alternate rules available for magic-psionic transparency in 3.5.. Basically it was invisible to detect magics, magic resistances didn't affect it, psionic defenses didn't protect against magic, Psionic Resistance was 10 points lower than a creature's Spell Resistance or vice versa for creatures with PR but no SR.. Always seemed like a disaster waiting to happen to me though..

Also, as said earlier, instead of V/S/M components, every power has a manifestation to signify it's happening, whether they're glowing lights, ectoplasmic tentacles, strange scents, psychic screaming, etc.. Play up the stranger ones of those and that would probably make it different enough, eh?


Battle casters live on quicken rods, everything else is secondary to being able to cast and fight in the same round.

Bards are the ultimate tacticians and generals, followed by cavalier. Without Inspire Courage or Tactician I don't see how you're building up your party to strike with more power.

With bards, you don't have to play inspiring music, it's a competence bonus not tied to a specific perform skill, so you can run it as just good tactical advice. With bardic knowledge, you'll be able to make the variety of ID skill checks to further direct your party or army to enemy weaknesses.

I guess there's Prayer and Blessing of Fervor for team buffs for an oracle, but battle divine casters exist because the best buffs are self-only.


When using elemental fist to deal a damage type, they get the corresponding bonus. Don't see a reference to elemental fist in those feats that doesn't also specify the type of element that triggers the bonuses.


Spellblade gives up spellstrike, so crit range is not the winner like it is for a normal magus.

I'd go dagger for feat consolidation with the force athame.

Or unarmed strike for Hex Strike and metamagic rod use and crane style, but that would negate the black blade.

Or mithril klar for some extra defense.


If the rest of the party already speaks Celestial or Ignan, the tongues curse wins. Wasted could be flavored as lines of fire constantly tracing his skin. If they like being truthful, legalistic from the tiefling book is nifty.
Dual curse oracle is pretty burly if they take two of these soft curses, that misfortune revelation is groovy.

Attributes could be s14+2, d12, c14, i10, w8, ch16.
Spell focus evo, spell spec burning hands could work for feats. Or heavy armor prof and extra revelation.


As far as reducing penalties, make the heavy shield bash the primary and use a light weapon offhand.


Inspire Courage is a competence bonus to attack and damage, morale vs fear and charm.

Other than that, +1 to mplindustries.


I assume they're talking about the unlimited use version on that table.

Other than the GM fiat those item creation rules encourage you to use, you could point out the subscript 2 there. It does not list a multiplier for any duration less than rounds, so no instant or 1round durations allowed.

Looks like that doesn't help if they take the command activation version, though, which would actually price it at 1800, 3600 if it's held instead of worn. So, back to GM discretion. Before using that table, the first step is finding a similar item and price accordingly.

A wand with 50 charges is 750, so an unlimited charge item should be 50 or 100 times that, and at least double for being usable by anyone instead of being spell trigger. So, I'd price that at 75000 minimum.

(Edit: I'm a terribly slow typer, apparently.)


Words of power acid has a 2nd level up to 5d4 with half again next round, but close arcana needed just like acid arrow.
The 0th level acid is a no SR 1d3 just like acid splash, but can be melee so no close range needed, useful if the GM house rules against arcane mark.

Web Bolt from the ARG isn't damage and also needs the close arcana, but it's a 1st level no SR single target web.


Indeed, Raelynn, ye olde bag of holding and portable hole trick. Probably requires a sacrifical pc, but they may be able to rig a mechanical trap to glue onto it then jump away.

It's not dead, but it is lost, and maybe that works better for the party anyways.


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Sounds like you're talking about a slave market / stable/ training facility more than a prison.

Low security hosteling and market area for the broken, then high security holding pens and training/ torture facilities for the newcomers. Low security area would look like any other market, but more manacles and tethering posts.

Magitech permanent dimensional lock on the whole area, lead-lined walls and antimagic fields applied liberally to the secure areas. Taser collars and slave brandings for the stock. Permanently lit and chilled rooms with random ghost sounds to interrupt sleep, magic mouths for repetitive training messages. Probably separate areas for each type of slave and the appropriate breaking and education specialists. More trainers than actual guards; charm magics and mundane tortures mixed for more efficient results.

Growing around the facility would be the unsecured settlement that is created around any profitable business. Undesirable for security, but unavoidable by human nature.


Seems tactically sound to me. One level dip for wand use, will save, alertness, and a free buff every round.

Belts of physical perfection are expensive, so if he has the odd stat he's not planning to belt up then transmuter isn't bad. Or he could go diviner to always act in the surprise round, and possibly one preroll a day with foresight.

Admittedly, it's absolutely ridiculous, but seems like a lot of bang for his buck.


I'd consider dropping the dex by one to bring up the int. Even as a rogue, skill points are precious in PFS. Also, cha10 str11 gives you a bit more encumbrance for the same bonuses, or you could go wis12 cha12 to help with the socialising and UMD.

I assume you're taking weapon finesse for one feat. Plenty of choices for the other, ironwill or toughness or improvedinitiative are classics for a reason. 2wf is a lot tougher to hit with at low levels, might be better to leave that hand free for lights and eventually a mw buckler.

Don't forget light sources, a ranged weapon even if it's only a sling, and if you can afford it a silver light mace, a cold iron dagger, and a healer's kit.


Consider the dirge singer bard. It uses your cha and you get a bonus necromancy spell known for each spell level.


If you find or create a deity with favored weapon nodachi, you could go the Guided Hand and power attack route. Monk for wis to AC as well as attack, martial artist archetype if not lawful.

There's a few Gorum greatsword builds like this floating around, got one on my character list.


Dervish Dance from the ISWG allows scimitar for Duelist as well as dex to damage.

I'd go weapon master fighter 4, guide 2hand ranger 2 for the power attack as suggested, duelist up to the int modifier, moms monk for crane and archon (from the aasimar book) styles, then finish duelist.

If you don't like scimitars, you could move some feats around for the aldori swordlord PrC level dip for dex damage.
If the power attack tradeoff is not your style, you could monk earlier instead of ranger.
If archon style isn't allowed, be sad, then go sohei 6 instead for the single weapon flurry. Archon style lets you redirect an attack from an adjacent ally to you at the 2nd, which then provokes AoOs at the 3rd, making it great for an AC tank that might otherwise be ignored.


Crane wing says that an attack that hits does no damage, not that it misses, creating many threads of unresolved arguments about nondamaging effects that trigger on a hit.


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Pouches can be stolen and lost in a variety of ways. If so, then you're stuck scavenging those weird components until you get another one.

It may be immersion breaking to have all that stuff and be able to sift through all of it to find the component you need as a free action, but it's an improvement over tracking all those things like we had to pre-3e.

Material components is one of the many reasons my next game is going to be Iron Heroes or Psionics only, though.


Faerunian heroes sucked into Ravenloft who decided to make war on the plane.
We used miracles and wishes to manipulate the consequrnces of slaying the dark lords, having less objectionable territories or appropriate new lord possibilities take over.
We also once relocated a community of desmodo out of the way of our rival (a LE expanding empire inspired by our tactics).

In another game i had an epic cerebromancer who had sold his soul to Mask to get their aid averting an apocalypse. At the end of the campaign, he used a wish to transfer his soul to the plane of dreams, as there god and class powers meant nothing so he could stay free forever. Did it in a timestop explosive suicide to prevent divine intervention.


Shadowdancer for the flank buddy could be worth dipping.

For feinting, the moonlight stalker line is essential for the swift action feint. Combine with greater feint and you're good for full attacks.


Improved Eldritch Heritage Celestial if you have the charisma could get you crusader flurry. The optional aasimar alternatives to daylight also has a channel energy listed.

Eberron had some feats for making weapons monk-able, longsword longspear and dagger if i recall.

Sohei could do it at 6th.


Redirection cannot be used more than once per round, and has limitted uses, just like the stunning fist it replaces.

Crane style and deflect arrows are only useful on attacks targetting him, unless he also is a MoMS with Archon style.

If one of your playerd is going full defense in the hopes of creating a minor debuff anf possible AoO to one opponent per round, i think it's safe to ignore them. Also, as their reputation increases, their foes will know to stay out of reach and otherwise ignore this defender.


One Finger or something like that was in the 3.5 campaign setting. Did not get carried over to the PF version.


A mount would let you get your full attack with that 10' minimum move, at any point during the move. You'd probably need leadership for a cohort mount to keep it alive though.

WeaponMaster Fighter 3 gives weapon training, that and duelist gloves would give some excellent hit and damage.

Barbarian Hurler gets an extra 10' range, and you could take hurling charge. Combine that with charging hurler and you've got two thrown attacks on each charge. Even without specializing in the charging throwing, a dip in hurler for that range seems too good to pass up.

I hear there's a belt in UE that allows you to use strength to thrown attacks. If your GM allows crafting, adding that to your physical enhancement belt, that's one mighty tosser...


I consider the Trapspotter rogue talent essential for any character that wants to be the party's trap guy. Trapfinding is helpful but not as necessary, once you know the trap is there you can get creative on bypassing it. +1 to stonecunning doing the trapspotter work in most cases.

So, +1 to Cryptbreaker and Archaeologist being the best. Shadowdancer or Pathfinder Delver could pick it up later, even if they start with something un-roguely.

Dwarves of all sorts could handle it, as long as they get enough skill points. Drunken brute alchemist, sacred mountain monk, or any sort of ranger or druid all come to mind.


Good question. I'd guess it's intended for effect only based on the no instants restriction, but it indeed does not specify. It could make fade more useful.


Susceptible to a surprise round, but definitely not helpless. They're distracted, not unconscious.


I had the same problem with Jade Regent. Instead of an opportunity to play eastern inspired characters, it's Sandpointers going to tour the east.


Acid arrow isn't a reflex save, but it is great for daze over time as long as they don't have elemental resists of 10+.
Stone call is a low level reflex daze, although it runs into trouble vs high DRs.

Acid spray has no SR and enough damage to overpower acid resists.

Firesnake is fun for avoiding friendly fire or coiling around a target to further lock them down.
An inward facing firewall circle could work well when surrounded, especially if you've got a combat monster next to you to abuse them, barring fire resists of course.

Dazing doesn't specify HP damage, so seems like Cloudkill could be a great choice for it.


Yes, an suboptimal 25 point buy can be equal to a lesser point buy once ability increases come into play. One of the challenges of doing a character audit or respec.

PFS characters start from 1st, only the pregen iconics are available if you're playing without a PFS character. (Ninjas!)


Also, it's a favored class bonus. You get 1 favored class, and only get favored class benefits when taking levels in that class.


I love the d20 Call of Cthulu magic system. Everybody can learn spells, but you may not want to. If you don't want to use the sanity system, replacing sanity costs with hp works, given the lack of cure spells.

This does mean no caster classes unless there's a spell less variant, and the best casters will be insane primitives (barbarians) or dedicated ascetics (martial artist monks).

Just need to apply appropriate skill checks to learning spells, or possibly instead consolidate the monster and magic ID knowledges to Lore, and maybe then consolidate the mudane knowledges to Knowledge.

...I also love the d20 Black Company magic system, but it's terribly complicated...

No experience with the spell point systems. Too close to psionics and their supernova potential for me.


Maneuver master monk, to get a free maneuver every full attack, even in armor, and a prereq free maneuver feat.

Brawler fighter if you want a variety of close combat options, like 2 weapon shield slams and cestus. Straight fighter if you want to use a bow well too, and have enough dex to benefit from the armor training. Focus on pure unarmed or maneuvers means go back to maneuver master once you have the desired fighter feats and training, otherwise stick with the fighter.


Ahh, my bad, sorry.


In retrospect, Fire Music is almost never worth it. You could plan to go Dragon Disciple next, to get his demonic battle form. He also needs a Lyre of Building.


Arizhel, you didn't mention going Dual-Cursed, so if one of your targets rolls high on the save you can just make them reroll.

Why not Str9, Dex14, Con14, Int10, Wis8, Cha17+2 instead? I think that extra survivability might pay off better than that 1 point of Cha even though Cha is indeed king for this sort of gamebreaker. I'd call it a one-trick-pony, but every other spell known and feat can be used to create versatility to handle unsighted or illusion-immune enemies.

That said, the bonus feats from an Arcane Duelist bard certainly help them work in combat, and bards don't suck in a fight to start. Power attack, furious focus, and only moderate Cha needed if your spells are mostly buffage.

As said, Kingmaker is one of the only campaigns where a mounted cavalier can actually work.

I just cracked myself up thinking about other Cha classes and coming up with a Ninja or Mysterious Stranger for a king.


Arcane Duelist gets a bunch of good bonus feats at the cost of the skillmonkey stuff. Their 5th level arcane bond allows them to cast while wielding, allowing a 2handed weapon choice like a longbow or bardiche.

As far as sorcerors, looks like with that party that the Sylvan animal companion would be largely wasted. As others have said, going human (favored class bonus) or half-elf (Paragon Surge) would give you as much or more versatility as a wizard, without the prepared caster stress.

Magus combines the stress of the prepared caster with a staggeringly less versatile spell list, doesn't sound like it would work as well for you.

For sonic damage, Experimental Wordcaster could pick you up some higher damage sonic spells than I've seen elsewhere, as well as standard action speedbump summoning or other interesting effects (Accelerate for an extra move action to give party more full attacks, as an example) on the other levels. The feat Discordant Voice lets you give everybody 1d6 sonic damage to their weapons while you're inspiring courage. The admixture wizard and elemental spell metamagic both only work for the big 4 elements, no sonic included unfortunately.


Craft rod, you can't have too many quickens if you want to be hitting stuff.

Furious focus, don't want to miss that Deadly Stroke.

Dazing Assault is pretty nifty.


Soundstriker bard. Fluff the slashing damage to look like elements if you really want to match the game's look, but I think shredding flesh with your guitar riffs is close enough.

Catch off guard, improvised weapon mastery, adamantine guitar. Power attack, lingering performance, fire music.

Str15+2+1, Dex14, Con14, Int7, Wis10, Cha15+1


Spell combat specifies that you need a free hand for the full round action. Doesn't matter if you could otherwise cast the spell without a free hand.


Diefenbaker oracle. Funny. (Due South reference.)

Playing deaf is a metagame challenge for the whole group. Work it out with the GM and other players first to avoid frustration.

Is the RP challenge and unimproved wolfscar curse worth the excellent Misfortune revelation? I wouldn't think it overpowered any more than any other dualcurse build.


The ends are the means.

You don't need faith or objective morality to enjoy and promote a moral code. A paladin can be a champion of LG, because they consider LG societies more productive and pleasing than the alternatives.

Most moral dilemmas require "knowing" things to be true. Such perfect knowledge is unbelievable. Also, as a prior poster pointed out, if killing 1 can save 100, who's to say that the life of one of those 100 won't result in something even worse. Our imperfect knowledge means trying to predict the ends is a futile endeavor, anyone trying to do so is going to have to pick an arbitrary number of steps to stop at and return to not being responsible for the actions of others, only their own.

A paladin's greatest impact on the world is not the evils killed and innocents saved, but rather is the influence and inspiration they create, the ripple effects that can create real and permanent good in the world. Not to feed the soulcoffers of gods, just because a better world is worth working towards for any number of reasons.

In a given game, though, it's up to the GM how the world works,so as in every paladin thread, talk to the GM about it first or risk pain and disappointment.


Arazyr wrote:

here

3.5 SRD Cleric page, Alignment section wrote:
A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.

Bolding is mine.

And yes, this was taken out for Pathfinder RPG, so anyone still using it is houseruling. (Nothing wrong with that, but it's nice to know.)

Guess my memory was wrong. Good find.


Some gods could have further restrictions on their clerics in more detailed writeups of their faith. None in Golarion that I know of, but I recall some like that in Faerun 2e.

There was a prestige class or two with that sort of restriction, but never a core cleric thing that I can remember.


Weapon focus to offset penalties, iron will because will saves can never be too high, power attack for a 2handed backup weapon, or craft wondrous items to gear up the pet...


Elemental Touch is a self buff, not cast on the target at all.


Can't take weapon focus at 0 bab. 1d6 of multiple elements is going to get boned by resistances, and elemental touch isn't a touch spell so you're not getting extra spellstrike attacks on those rounds.

I like the idea, been trying to work out a way to work something similar myself, although I was going to go misfortune to be effective vs sleep immunes. The monk dip seems too good to pass up, ma/moms seems tempting.

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