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Maghara

Darigaaz the Igniter's page

Pathfinder Society Member. 1,285 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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For inspiration, look to Richard from LFG and Belkar from OotS. You like hurting things, and that's what they keep you around for.

As a side note, anything evil you kill is either nonchaotic (a chaotic act) or CE which means more soldiers for the abyss when those souls get there (a fairly evil act I'd say).


75% + settlement limit, and usually bas the characters out of or near enough to a metropolis that they can do their shopping.

However, you don't find magic items on the shelf in a store. You find someone who has the capability of crafting it and an opening in their schedule to do so. So they pay for the item then come back in X amount of days to pick it up.


Well, I had my shield-juggler inquisitor using a heavy pick, quickdraw light wooden shield, and the quickdraw feat to gain the shield bonus to AC on everyone else's turns and the full benefits of power attack on my turns.

I'm working on a dwarven Daring Champion who fights dexterously with a heavy pick

Another one I've been wanting to use is a fighter with a 2 level dip in alchemist (or ftr 1/alc X) for the extra arm discovery twice who wields a 2-handed weapon, heavy armor, shield, and still has a hand free for drinking extracts or throwing bombs. Could also work with a twf pistolero/bolt ace.


A dragon


the Kitsune PC walks around undisguised most of the time, kitsune npcs tend to stay in human form unless with individuals they trust or in a community of a lot of non-humans where the 'mos eisley cantina' effect comes into play.


Well, there's the Blade of Mercy trait, though I don't know who it's attached to deity-wise.


High dex dwarven Daring Champion who gracefully tears you apart with a heavy pick.

Slayer/Horizon Walker who gains massive bonuses against [u]everything[/u].

Bolt Ace with a 2 level dip into alchemist for two extra arms who gives out a hail of light crossbow shots.


Simulacrums would fill the loyalty part, as long as loyalty to you is all that matters. Though if we were gonna do those, I'd just make simulacra of the biggest nastiest beasty I could find. Like say, the tarrasque, some great wyrms, or high-powered outsiders.


Minor nitpick, but undead are vulnerable to sneak attacks in pathfinder.


Alchemist, make him shoot actual fire from his butt for the bombs class feature.


For PFS legal, just skip the drow magic and start Wiz 3/Clc 1/MT grabbing trickery to qualify your divine casting requirement.

EDIT: By 12th level overall you have 9th level cleric casting, so either a 15 wis starting out or a 13 starting wis and a +2 headband/ioun stone will do you fine.


Never thought you'd see a dwarf do this

Spoiler:

Cavalier; Daring Champion, Order of the Dragon
Dwarf; Sky Sentinel
+½ damage to challenge target/level
Str 13, Dex 17, Con 14, Int 10, Wis 14, Cha 8
Reactionary, TRAIT

01 Power Attack, Pack Attack
02
03 Steel Soul
04 +1 Dex
05 Nimble Moves
06 Step Up
07 Following Step
08 +1 Dex
09 Acrobatic Steps, Outflank
10
11 FEAT
12 COMBAT FEAT, +1 Dex
13 FEAT
14
15 FEAT
16 +1 Dex
17 FEAT, TEAMWORK FEAT
18 COMBAT FEAT
19 FEAT
20 +1 Dex
----------


Main weapon: heavy pick. There's a lot of other teamwork feats that also are nice to use with tactician: precise strike, coordinated charge, stealth synergy, escape route, shake it off, and possibly lookout.


New Build Template

Build Template:

Class (if multiclassed, class order goes here instead); Archetypes and other class choices such as Domains, Bloodline, Order, etc.
(if multiclassed, will be on a separate line with the choices for each class presented in the order taken and separated by semicolons)
Race; Alternate Racial Abilities
Favored Class Bonus
Ability Scores at level 1 (assumes 20 pt buy)
Traits

01 FEAT
02
03 FEAT
04 +1 STAT
05 FEAT
06
07 FEAT
08 +1 STAT
09 FEAT
10
11 FEAT
12 +1 STAT
13 FEAT
14
15 FEAT
16 +1 STAT
17 FEAT
18
19 FEAT
20 +1 STAT
----------

OOC text will be for choices that I have made for an open choice but are not essential to the build.

Open choices that have not been decided at all will be presented as the choice name in all caps, such as FEAT or DISCOVERY


I'm working on a dwarven Daring Champion who uses a heavy pick (it's a 1-handed piercing weapon after all). Though I need to look at the classes involved to see how badly the Cha penalty hurts this idea.


Torbyne wrote:
Darigaaz the Igniter wrote:

Here's my take on a bolt ace, though your mileage may vary

Human, favored class bonus +1/4 grit per level
01 Point Blank Shot, Rapid Reload: Light Crossbow
02
03 Precise Shot
04 Deadly Aim, +1 Dex
05 Rapid Shot
06 Alchemist
07 Alchemist, Extra Arm, Extra Discovery: Extra Arm, retrain Rapid Shot to Two Weapon Fighting
08 +1 Dex
09 Clustered Shots
10 Improved Two Weapon Fighting
11 Iron Will
12 +1 Dex
13 Improved Precise Shot
14 Greater Two Weapon Fighting
15+ ???

I wish I had thought of this, but thank you dear Sir, you have shown me the path to bringing a favorite character from Planescape Torment to the table. IT MUST BE DONE.

One could also play around with the order of those first 4 feats, perhaps swapping rapid reload and deadly aim.


Catfolk Claw Blades count as manufactured light weapons, I think.


1 person marked this as a favorite.

Here's my take on a bolt ace, though your mileage may vary
.
.
.
.
Human, favored class bonus +1/4 grit per level
01 Point Blank Shot, Rapid Reload: Light Crossbow
02
03 Precise Shot
04 Deadly Aim, +1 Dex
05 Rapid Shot
06 Alchemist
07 Alchemist, Extra Arm, Extra Discovery: Extra Arm, retrain Rapid Shot to Two Weapon Fighting
08 +1 Dex
09 Clustered Shots
10 Improved Two Weapon Fighting
11 Iron Will
12 +1 Dex
13 Improved Precise Shot
14 Greater Two Weapon Fighting
15+ ???

Technically, the 4th arm is not necessary, but I took it for style. After gunslinger 12 I would personally go the rest in alchemist.


Don't forget your hat of disguise


You can also ride some varieties of giant vermin, but that usually takes some extra class features to be able to train them.


1 person marked this as a favorite.
Demoyn wrote:
Darigaaz the Igniter wrote:
Ascalaphus wrote:
Have we discussed the Cave Druid/Carnivorous Ooze monstrosity yet?

Not yet but it's pretty horrendous.

Either 6 level of cave druid, the rest barb, + shaping focus. Or druid 10 rest barb. Carnivorous crystal has a 7d8 slam attack. Since that's a weird point on the progression scale we can be conservative and assume it scales as 6d8. Meaning it would go to 8d8 with INA, 16d8 with strong jaw + INA, and 48d8 with strong jaw, INA, and improved vital strike. Toss in Furious Focus and that's 384 damage before modifiers.

You could honestly have the best build design in the world, but the second you suggest furious focus every person who's even remotely interested in optimizing is going to stop paying attention, because even the most novice optimizer knows that furious focus is useless by now.

Derp, I meant Furious Finish, the one that maximizes your damage dice at the cost of ending your rage.

Aelryinth wrote:

For the 7d6 Carniv Crystal, I'd go 9d6 then 12d6 to get it back on progression. You could also treat it as 4d10 and go 6d10, 8d10.

==+Aelryinth

Carnivorous Crystals are 7d8, not 7d6


Ascalaphus wrote:
Have we discussed the Cave Druid/Carnivorous Ooze monstrosity yet?

Not yet but it's pretty horrendous.

Either 6 level of cave druid, the rest barb, + shaping focus. Or druid 10 rest barb. Carnivorous crystal has a 7d8 slam attack. Since that's a weird point on the progression scale we can be conservative and assume it scales as 6d8. Meaning it would go to 8d8 with INA, 16d8 with strong jaw + INA, and 48d8 with strong jaw, INA, and improved vital strike. Toss in Furious Focus and that's 384 damage before modifiers.


blackbloodtroll wrote:

Bolt Ace Gunslinger.

I dare you to try.

Looks like a nice sidegrade for my Spider-slinger build if you use hand or light crossbows. In fact, I'll go ahead and add that note.


Darigaaz the Igniter wrote:

Jamie Want Big Boom

** spoiler omitted **When the ACG comes out, if the arcanist doesn't change much from its second playtest version, then this'll probably switch to that class. Until then, it stays wizard.

Well, the arcanist changed enough that this build will stay wizard. Specifically, the arcanist lost the ability to gain both school powers and the bloodline arcana.


1 person marked this as a favorite.

Sorry for the continued derail but I thought I'd chime in: Vancian spellcasting isn't 'memorizing and forgetting'. It's more like crafting a set of specialized arrows and sticking them in your quiver. Your quiver can only hold so many arrows, and once you shoot that arrow, it's gone until you can sit down and make some more arrows.


Azten wrote:
Silent Saturn wrote:
Bones Oracle looks like a pretty solid choice. As early as level one, you can have a skeleton cohort for 3+Cha rounds per day, then you can get Animate Dead as a bonus spell and Command Undead as a bonus feat. You also get a revelation that lets you inflict negative levels as a ranged touch attack. And that's before you even pick and feats, spells known, or even your starting race.
For a feat, pick up Experimental Spellcaster(found here) and use it to get Undeath as a 2nd, ranged, no material component undead maker! (:<

+1

Seriously, it's the best low-level undead creator.


Frickin laser beams


Thomas Long 175 wrote:

Out of curiosity why would you change druid to d6/ poor bab? They have one of the weakest spell lists out there, ranking definitely under the other 9th level casters, with the exception of perhaps witch.

Honestly, their buffs, which are mostly natural attack based, don't mesh well enough with most parties to be relevant. So short of the common things like glitterdust and entangle, they're basically reduced to being summoning agents at this point.

So that both the 9 level casters are poor bab/d6. This creates an inverse ratio of spellcasting power to hit die size/bab progression. Between the cleric and druid in the category of 9 level divine caster, I prefer the druid. Leave the group buffing to the arcane casters, the druid can either buff herself or her animal companion.


Darigaaz the Igniter wrote:
Barbarian, Samurai, Bard, Inquisitor, Druid, Oracle, Witch, Sorcerer

I think I'm gonna change/update mine as well

.

"core 4"
-Slayer
-Alchemist
-Warpriest
-Sorcerer

"Core 8"
-Brawler
-Slayer
-Samurai
-Alchemist
-Bard
-Inquisitor
-Druid (changed to d6/poor bab)
-Sorcerer


Human because one practically has to
Catfolk to take the place of elves as 'nimble, exotic tree dwellers'
Gnolls to take place of dwarves as 'hairy, grumpy, hard working folk'
Nagagi to be the 'bestial brute' race
Ratfolk to be the sneaky small race
Gnomes because gnomes are crazy awesome
Tengu because they're pretty cool too

2 +str races
3 +dex races
2 +con races
1 +int race
2 +wis races
3 +cha races
1 +any race


Half Elf; Cleric of Nethys 1/Universalist Wizard 2 going for Mystic Theurge; Separatist (to gain access to trickery); NN

Half Orc; Inquisitor of Desna; Exploration subdomain; CN

Ifrit; Life Oracle; ---; CN


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Barbarian, Samurai - spell-less fighty types without the headaches that comes with the paladin's code.

Bard, Inquisitor - skill classes. one is arcane and Cha, the other is divine and Wis.

Druid, Oracle - one prepared caster based off Wis, one spontaneous caster based off Cha

Witch, Sorcerer - one prepared based on Int, one spontaneous based on Cha.

2 full bab, 4 med bab, 2 poor bab.
3 arcane, 3 divine


HowFortuitous wrote:

You should also think about why a 500 year old creature that is smarter and stronger than you naturally, and more importantly one that is known for, above all else, it's ego, is willing to give up its own goals to put on a saddle and degrade itself into being your pony.

Unless dragons are very different in the game world you play in, this is a huge problem. More than the mechanics. You may want to look into wyverns which are basically stupid dragons that can be tamed.

Young dragons are only 16-25. So while they might be quite a bit smarter and stronger than your average humanoid, they're also literally a child in mentality.


master_marshmallow wrote:
Check this out.

A young dragon that's also big enough to ride would be an effective cohort level in the high teens, so not all that useful unless you plan on starting at 20.

EDIT: Young Blue: effective cohort level 17
Young Green: ecl 16
Young Red: ecl 18
Young Bronze: ecl 17
Young Gold: ecl 19
Youg Silver: ecl 18


alternate movement modes like climb and fly, extra senses like tremorsense or blindsense. more legs to move faster. Minor/major magic for vanish/invisibility as a sla.


dot


Not exactly

To paraphrase, "A SLA gained from a class feature is arcane or divine based on that class's casting type, if any." So the Trickery Domain and Fate Inquisition abilities both count as divine.

Now, a Half Elf or Tielfing with the Darkness SLA counts as arcane because that did not come from a class ability and Darkness is on the sorcerer/wizard list.


I have a mini-conqueror-ooze build that gives some new options to a casting druid.

Cave Druid 5/Bbn1/Druid X
07 natural spell
09 Vital Srike
11 Furious Finish
15 Improved Vital Strike
Taking the cave domain will give you the ability to give yourself darkvision in 1 hour increments and tremorsense at 6th(7th).


Given the way that class abilities accrue and grow in power as one gains levels in that class, staying single classed or at most dipping tends to produce better results.


1 person marked this as a favorite.

We could always call it Planet Bob like they did in Titan AE.


Ventnor wrote:
I wonder, has anyone done a Vicious Mockery-type Bard? That is, a Bard whose performances are nothing but scathing jabs and hurtful insults hurled at the enemy.

Versatile performance: oratory, snake style, antagonize. Mock your enemies into attacking you to avoid the penalties and then use your verbal skills as a defense, all powered by your perform ranks.

Be human and you can have all of that by level 3.


I play a gnome so I have an excuse to be insane


I have a build for that


2 people marked this as a favorite.

Titanium elementals!


Spell sunder and strength surge being near the top examples, especially when used together.


Sissyl wrote:
Seriously, the sending spell is really awesome! You don't need anything more for long-range communication. You see, all that you need to do is

I think we've just discovered magical twitter


+1 to dumping Int on a 2+ skill class and using the favored class bonus to still have 2 skill points/level


Artanthos wrote:
The standard dip is one level of lame oracle after 8 levels of barbarian.

fixed that for you.

The nostandard dip is 5 levels of martial artist.


Spell combat true strike with a whip works well for trip magi (also for disarm). I have a build here that uses a variety of different magi tricks, including tripping.


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I usually recommend a bard for gmpcs. A little emergency healing if the cleric goes down. Plenty of knowledge skills for hints if they need it. Buffing via spells and bardic performance in combat. If not casting, use aid another and/or flanking to help the others hit stuff.

Even though bards are Cha based, don't put points into the social interaction skills, let the pcs handle that. Do put points into things like appraise that most pcs wouldn't usually take. Use Magic Device if nobody in the party has it.


We Are Legion

Spoiler:
Human or Half Elf
Summoner

01 Skill Focus (Knowledge: any), Nature Soul
03 Eldritch Heritage (arcane)
05 Animal Ally
07 Boon Companion or Leadership
09 Leadership or Boon Companion

Have your cohort be a mini-you with pretty much the same build.


Mini-build brought to you via one of my friends. Have an animal companion, eidolon, and familiar all at max or nearly max progression.

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